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DOMINION:

Earth

Core Setting and Rules


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Section 1: Requirements
This is a Role-Playing Game, as such all scenes and action take place in your imagination. There is no
board and there are no playing pieces or counters of any kind. In role-playing games (aka RPGs) each player
has a character, a made up person through which the player interacts with the world, it is the player’s
responsibility to make up the character’s appearance and personality, and then, through game play, make that
character “live” in the minds of his/her fellow players. There is another type of player in this type of game as
well, the Game Master. It is the game master’s job to set the scene, describe the action and the world, and run
the “non-player characters” (aka NPCs). In short, each player in an RPG has his/her own character with which
to interact with the world of the game, and the game master describes and adjudicates that world, and plays
every character not controlled directly by another player (the shop owners, family members, and other
background/support characters present in the game world).

All that is required to play this game is:

 A pencil
 A character sheet (or notebook paper)
 A sheet of scratch paper
 A calculator (at least in the beginning)
 A copy of this book
 A pair of ten sided dice, one for “tens” and one for “ones” (or a 100 sided die)
 A vivid imagination (or at least a working one…it’ll become vivid in time)

The character sheet is for recording all relevant information about your character including: the character’s
name, attribute scores, skills and their related scores, damage capacity, etc.
The pencil is for recording above-mentioned information on the character sheet. It is important to use a
pencil instead of a pen because the information will change over time.
Scratch paper is for the character creation process, but could be useful later in the game as well (especially if
you have no calculator)
The calculator is for quickly figuring adjusted target numbers in the game (mostly in combat, but there will
be other times as well)
This book is necessary to make a character; with out a character you can’t play the game. It will also be
necessary for advancing your character.
The dice are for simulating the “hand of fate” in the game. No matter how good someone is at something
there is a chance they will fail, likewise, no matter how bad at something someone is there is a chance that they
will succeed. This is where the dice come into play; they are that little piece of chaos that ultimately determines
success or failure.

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All of these things will be expounded upon further in other sections of this book. As for the
imagination…this is a role-playing game, as such, all the action takes place in your mind. Your character only
lives in your imagination and that of the other players. Your mind is what grants your character the spark of life
that allows it to thrive in the minds of others. The more thought and imagination you invest in the character the
more rewarding the role-playing experience will be for you, and the more interesting your character will be to
your fellow players. All of these things add up to fun…the more interesting your character is to other players,
the more they’ll want to see you play; the more they want to see you play, the more fun they’ll have because
you’re present. Also, the more you allow your imagination to “come out and play”, the more fun you’ll have.
No one expects a “first character” to be perfect straight out of the gate; we do however, expect to have fun
during the trial and error phases.

*Note: No book, no matter how comprehensive it is intended to be, can contain rules to govern every possible
situation. Therefore, see the general rules below (these rules supercede the rest of the rules in this book):
1. The game master is always right. As players, you are not always in possession of all the facts. Sometimes a
ruling by the game master does not appear correct on the surface, but if you knew what he/she knows you
would see he/she is, in fact, right. Game masters also may choose to disregard certain rules at his/her option,
who are you to say what fits the mood he/she is trying to set. In short, the game master is well within his/her
rights to delete, alter, amend, or change any rule in this book as he/she sees fit; further he/she may add any rule
he/she feels is necessary.
2. Unless otherwise stated (in this book or by the game master), always round in favor of the player.
3. Freaks of nature do exist. Just because you cheated and read the Creature Compendium (and committed it
to memory), does not make you the authority on creatures. Sometimes a creature of any species can grow
larger/smaller, stronger/weaker, or faster/slower than is normal. These abnormal specimens are “oddities”, but
they do exist.
4. No one ever becomes so good at something that they cannot get any better. There are no maximum
levels/ratings in this book; this was done intentionally. I leave attribute and skill maximums to individual game
masters. Only they know what they can handle or what they need in their games. One game master may decide
that the only way the players can defeat his villain is to achieve 150% in certain skills, while another may
believe the PC’s to be “godly” in their might if their skill ratings reach 75%. It is not for me to say what is
correct for someone else’s games (although, I did kind of expect at least a 100% ceiling).

All of this being said, proceed and enjoy.

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Section 2: Attributes

All characters are rated by certain defining qualities. These qualities are known as attributes by the
“gaming” community at large. The specific attributes depend on the game system used. In this game system
the attributes are as follows:

 Strength – Rates raw physical power and the ability to penetrate armor and do damage to an opponent in
melee combat or with a direct damage thrown weapon (i.e. a thrown knife). A character’s strength score also
determines that character’s carrying capacity.
 Intelligence – Represents a character’s aptitude for logic and reason, as well as general knowledge and
memory. Intelligence also grants a bonus number of skill points if it’s high enough (low intelligence can
decrease the starting number of skill points).
 Coordination – Measures hand-eye coordination. Determines a character’s natural talent for aim and
balance.
 Reflex – Represents celerity of mind and action. Shows how quickly one can respond to a threat. A high
reflex score also grants an initiative bonus (and a low reflex can impose an initiative penalty).
 Fortitude – Rates a character’s bodily health and resilience, as well as being a measure for stamina and
endurance. Strength determines what qualifies as “strenuous activity”; fortitude determines how long a
character can engage in these activities before needing to rest. High fortitude scores also grant a bonus to a
character’s damage capacity (likewise a low fortitude imposes a penalty to a character’s damage capacity).
 Willpower – This, quite simply, is mental fortitude. Willpower also determines how easily a character is
affected by psi-abilities.
 Perception – Rates the combined physical sensory system and the mental processing of the gathered data.
Perception measures natural observation skills and awareness of one’s surroundings. High perception scores
make a character harder to surprise (low scores make a character easier to surprise).

All of these attributes together reflect a character’s overall natural aptitudes and abilities. They grant bonuses
(or penalties) to related skills for exceptionally high (or low) scores. They can influence other attributes (i.e.
damage capacity). “This is all good to know, but how do I acquire attribute scores for my character?” I’m glad
you asked. Attribute scores are determined by any one of several methods (ask your game master which is
appropriate for his/her game).

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 Method 1: Roll d% (two ten sided dice or a 100 sided die) twice per attribute. Keep the higher of the two
rolls. Arrange the scores as desired. This method works best for players who know what kind of character they
want to play already. This method generally results in fairly good scores and not much (if any thing) below the
average range.

Example:
Roll #1: 27 Roll#2: 61
Roll #1: 79 Roll #2: 55
Roll #1: 43 Roll #2: 87
Roll #1: 89 Roll #2: 10
Roll #1: 80 Roll #2: 61
Roll #1: 100 Roll #2: 56
Roll #1: 14 Roll #2: 61

Strength: 79%
Intelligence: 89%
Coordination: 87%
Reflex: 80%
Fortitude: 100%
Willpower: 61%
Perception: 61%

 Method 2: Roll d% once per attribute. Repeat, and keep the best set. Arrange scores as desired (so long as
a set is not broken up). This method will also work for players who know what kind of character they want to
play, but would tend to work best for those players who don’t mind a character who might be bad at something.
This method generally results in much more “average” characters, but does dip to the below average range and
sometimes generates down right poor scores.

Example:
Set #1: Set #2:
77 40
99 33
87 57
66 90
70 08
92 73
87 29

Strength: 66%
Intelligence: 87%
Coordination: 92%
Reflex: 70%
Fortitude: 99%

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Willpower: 77%
Perception: 87%

 Method 3: Roll d% once per attribute. Arrange in order (the first roll goes to the first attribute, the second to
the second, and so on). This method has a nasty habit of generating really bad (if not unplayable) characters,
but it works well when the player doesn’t know the game and has no clue what he/she wants to play. At the
game master’s option, under this method players may swap two scores, and/or roll one extra attribute to place as
desired, or simply take it as rolled

Example:
Roll 1: 57
Roll 2: 14
Roll 3: 84
Roll 4: 75
Roll 5: 79
Roll 6: 60
Roll 7: 03
Strength: 57%
Intelligence: 14%
Coordination: 84%
Reflex: 75%
Fortitude: 79%
Willpower: 60%
Perception: 03%

 Method 4: Divide as desired 350 percentage points between all seven attributes. This method allows the
greatest freedom in character creation, it is not, however, suggested for “beginner” players.

Example:
Strength: 50%
Intelligence: 70%
Coordination: 60%
Reflex: 40%
Fortitude: 50%
Willpower: 40%
Perception: 40%

 Method 5: Beginning with a base score of 20%, divide 210 percentage points between all seven attributes.
While this method can appear less stressful than the others (the previous one in particular), sacrifices still must
be made for a truly great score. (Note that in this method no score may end up less than 20%.) If the game
master decides not to use dice for character creation, this method would work best for “intermediate” players.

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Example:
Strength: 50%
Intelligence: 70%
Coordination: 50%
Reflex: 50%
Presence: 20%
Fortitude: 60%
Willpower: 50%

Once you have established the method and rolled the dice (or divided the points), record the scores on your
character sheet and move on to the next phase of character creation.

Section 3: Species

Characters, like all things in the animal kingdom, are classified by their species. A character’s species
influences his/her attributes, damage capacity, encumbrance, Vitality, skills (selection and scores), and many
other nuances of the game.

Human:

Description: Humans are, essentially, unchanged from the “real world”. They’re a little taller on
average, typically around 6 feet. Humans in this setting have the same general ranges of skin, hair, and eye
color as modern, “real world” humans. As in all games, humans represent the cosmic averages, therefore,
humans receive no modifiers to attributes or skills, and they have access to cybernetic implants as well as psi
skills in character creation.

Language: Humans speak a variety of Earth languages. The most common human language is English.
Other languages include conglomerate languages such as Euro (which is a language based on and borrowing
from all European languages including primarily German, French, and Castellano Spanish) and Asiatic (a
conglomerate language based on all Asian languages including primarily Japanese and Mandarin Chinese). All
modern human languages are still in existence, however, so human characters may start the game speaking any
standard human language as well.

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The game mechanics related information for human characters is as follows:

 Humans have attribute scores ranging from 1% to 100%, with averages between 35% and 65%.
 Human Vitality is 100%.
 Human Sentience is 10.
 Base Damage Capacity for Humans is 20.
 Base Human Hardness is 0.
 Unarmed Human Penetration is 0.
 Humans receive 100 bonus skill points at character creation to purchase initial skills (these points are spent
in accordance with the rules for purchasing skills).
 Average height 1.8m(approximately 6 feet), ranges from1.5m(approx. 5 feet) to 2.1m(approx. 7 feet).
 Average weight 90kg(approx. 200 lbs), ranges from 45kg(approx. 100 lbs) to 135kg(approx. 300 lbs).
 Human starting age ranges from 17 to 21 years old. Humans live a maximum of 120 years (unless implants
or Psi extend life beyond this).

Bri-Atspi:

Description: The Bri-Atspi are better known as “grays”. They are the aliens that so many have claimed
to be abducted by. Not that no one has ever been abducted by aliens, just that nine times out of ten it’s just
some wacko wanting attention. The Bri-Atspi are complete pacifists by nature with very well developed
psychic ability. They never act offensively, not even in self-defense. They are A-sexual and have no vocal
chords. This is the species that made first contact with humans. The Bri-Atspi share a “communal mind”,
meaning that each one knows what all others know (such is the power of their telepathy). They have smooth
clammy skin, which tends to be grayish in color (though anything from a dark lavender to an ashen pink is
possible). Their eyes are large, round to elliptical, and one solid color (usually black, but could be silvery white
or any shade in between). Bri-Atspi have skinny and frail looking, hairless bodies, almost to the point of
looking skeletal.

Language: The Bri-Atspi do not have mouths, thus do not speak, thus have no language. They
communicate through telepathy, which overcomes all language barriers.

The game mechanics related information for Bri-Atspi characters is as follows:

 Bri-Atspi physical attributes range from 1% to 75%, with averages between 25% and 50%, while their
mental attributes range from 50% to 150% with averages between 85% and 115%.
 Bri-Atspi Vitality is 100%, but they have an allergy to cybernetics so severe that even the least invasive
implant will cause sickness and death in a matter of days.
 Bri-Atspi Sentience is 10 (the above note on cybernetics applies to headgear as well).
 Base Damage Capacity for Bri-Atspi is 75%.
 Base Bri-Atspi Hardness is 0.
 Unarmed Bri-Atspi Penetration is 0.
 All Bri-Atspi characters receive 100 extra skill points at character creation with which to purchase initial Psi
skills (to be spent according to the rules concerning purchasing and improving Psi skills).
 Due to their “communal mind”, all Bri-Atspi characters are treated as though they have all skills at 10%.
These are known as “ghost skills”, however, and to advance a specific skill it must still be bought as per the
normal rules for purchasing and advancing skills.

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 Bri-Atspi characters cannot learn combat skills and do not gain “ghost” possession of combat skills, but
their maximum skill rating for non-combat skills at character creation is 50% (instead of the normal 20%).
 Average height 1.2m (approximately 4 feet), ranges from .9m (approximately 3 feet) to 1.5m
(approximately 5 feet).
 Average weight 22.5kg (approximately 50 pounds), ranges from 13.5kg (approximately 30 pounds) to
31.5kg (approximately 70 pounds).
 Bri-Atspi starting age ranges from 13 to 18 years old. Bri-Atspi live a maximum of 150 years (unless Psi
skills extend life Beyond this).

* Subtract 25% from all Bri-Atspi physical attributes and add 50% to all Bri-Atspi mental attributes.

Nen-Kii:
The Kii are a species enslaved by the Xecht-Klar. Humans are responsible for freeing the few who have
joined the United Terran Confederacy. They have no true culture of their own. They have been bred by the
Xecht-Klar for slave labor. The few free Kii (called, Nen-Kii) try to emulate Humans as best they can. Nen-Kii
children born in Human civilization are the first in millennia to be born free. Physically, Kii are far superior to
Humans in strength as well as stature. When allowed to be, Kii are an honorable society. In Human civilization
they perform many of the same type tasks that the Xecht-Klar made them do, but the Nen-Kii do these things
because they know no other way to repay their liberators. Kii have primitive minds, though they learn fairly
quickly. They are hairier than Humans and much larger. Their skin, hair, and eye colors have a wide range like
humans but with a definite animal flair. Overall, Kii resemble large Neanderthals with a twist of wild boar,
which grants them heavy, sturdy bones, thick craniums, and tusks. Their hair is more of a short, wiry pelt.
Their backs hunch slightly, and their knuckles hang by their knees. A large percentage of them (not quite half)
have extreme under-bites, which gives them a fierce look but also makes some words difficult to say. Their
voices are deep and gruff like a growl. Kii also have keen night vision, enabling them to see in poorly lit
environments (though not complete darkness) just as well as they do in good light or full daylight.

The game mechanics related information for Nen-Kii characters is as follows:

 Nen-Kii physical attributes range from 50% to 150% with averages between 85% and 115%, their mental
attributes range from 1% to 75% with averages between 25% and 50%.
 Nen-Kii Vitality is 100%, and they respond well to cybernetic implants (the invasiveness of all cybernetic
implants is multiplied by .85 before adjusting for the character’s Fortitude).
 Nen-Kii Sentience is 10 (the above note on cybernetics applies to headgear as well).
 Base Damage Capacity for Nen-Kii characters is 150%.
 Base Nen-Kii Hardness is 0.
 Unarmed Nen-Kii Penetration is 1.
 Nen-Kii characters cannot learn Psi skills.
 Average height 2.7m (approximately 9 feet), ranges from 1.8m (approximately 6 feet) to 3.6m
(approximately 12 feet).
 Average weight 180kg (approximately 400 pounds), ranges from 90kg (approximately 200 pounds) to
270kg (approximately 600 pounds).
 Nen-Kii starting age ranges from 18 to 22 years old. Nen-Kii live a maximum of 85 years (unless implants
extend life beyond this).

*Add 50% to all Nen-Kii physical attributes and subtract 25% from all of their mental attributes.

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Section 4: Skills

Skills are the specific abilities that a character possesses. Skills are rated by percentages just like
everything else in this game. When purchased all skills are at 10%. A character’s attribute scores and species
may adjust a skill’s score up or down (which may adjust it below the original 10%), but for the purposes of
character creation all that matters is how many skill points were spent on it (meaning that if 10 points are spent
on a skill and it is adjusted below 10% by attributes or species adjustments, 10 points were still spent on it and
thus lost permanently).

All characters gain an initial 200 percentage points to divide among skills in any way they choose with
in certain guidelines (species, and Intelligence score may adjust this total):
 No non-combat skill may exceed 30% (before modifiers) at character creation
 No combat skill may exceed 40% (before modifiers) at character creation

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 Skills are purchased at a rate of 1 point per 1% of skill score
 No less than 10 points may be spent on any skill the character is to have, thus no skill may be less than
10% before adjustments
 All skill points must be spent during character creation (any points not spent are permanently lost)

Intelligence modifier to skill points:


Intelligence Score Skill point
Modifier
1% - 10% - 150
11% - 20% - 100
21% - 25% - 75
26% - 30% - 50
31% - 35% - 25
36% - 65% 0
66% - 70% + 25
71% - 75% + 50
76% - 80% + 75
81% - 90% + 100
91% - 100% + 125
101% - 110% + 150
111% - 120% + 175
121% - 130% + 200
131% - 140% + 225
141% - 150% + 250
151% - 160% + 260
161% - 170% + 270
171% - 180% + 280
181% - 190% + 290
191% - 200% + 300

Skill adjustments by attributes are as follows:


Attribute Score Skill Adjustment
1% - 10% - 25%
11% - 20% - 20%
21% - 25% - 15%
26% - 30% - 10%
31% - 35% - 5%
36% - 65% 0
66% - 70% + 5%
71% - 75% + 10%
76% - 80% + 15%
81% - 90% + 20%
91% - 100% + 25%

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101% - 110% + 30%
111% - 120% + 35%
121% - 130% + 40%
131% - 140% + 45%
141% - 150% + 50%
151% - 160% + 55%
161% - 170% + 60%
171% - 180% + 65%
181% - 190% + 70%
191% - 200% +75%

All skills are listed by their related attributes, it is that attribute whose score adjusts the skill’s score.
(ex. Fire arms (pistols) is a Coordination skill, compare the character’s Coordination score to the chart above to
determine the attribute adjustment to that skill)

*Note: Intelligence also adjusts all non-intelligence based skills at half it’s normal adjustment rounded down (so
a 5% adjustment becomes 2%). This adjustment is cumulative with the skill’s normal attribute adjustment.

*Note: No modifier may reduce the score of any skill the character knows below 1%

The skills (listed by related attributes):

Strength –

Climbing – This skill represents a character’s ability to climb shear or difficult surfaces with out aid (some
equipment may grant a bonus to this skill).

Unarmed – This combat skill represents a character’s ability to fight without weapons. It is most often a form
of martial arts, though it could just as easily be boxing, wrestling, or simply an uncanny aptitude for brawling.
Regardless of the particular “fighting style” this skill is chosen to represent, possessing the Unarmed combat
skill grants a +1 bonus to a character’s unarmed Penetration.

Melee Weapon – This combat skill represents a character’s aptitude with a hand held, non-projectile weapon
(i.e. a sword, club, axe, etc.). Some weapons that fall into this category may also be thrown, such as a knife; the
ability to throw these weapons is not covered by this skill.

Throwing – This combat skill represents a character’s ability to throw weapons accurately. This skill covers all
thrown weapons from knives to grenades (including rocks, dishes, and just about anything else that could be
thrown by the character). Accuracy means that the character hit his mark, not that a butter knife may be stuck
into a wall (or even that the knife struck blade-first), some things are not designed to be thrown and will not act
as though they were (generally, however, if the weapon was designed for throwing, it will “throw correctly”).

Fortitude –

Survival – This skill represents a character’s ability to “live off the land” in wilderness settings. The character
can identify edible plants and insects, find potable water, and find or create shelter. This skill must be taken

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once for each climate/terrain type the character needs to be able to survive in (i.e. temperate woodlands, tropical
grasslands, desert, arctic, etc.)

Swimming – This skill represents a character’s ability to swim. Whether swimming on the surface or below it
makes no difference to this skill.

Coordination –

Pistols – Anyone can pick up a pistol, roughly point it, and pull the trigger. This skill represents a character’s
ability to fire accurately and efficiently. Basically, without skill in the use of a pistol, any Mode of SA becomes
SS, and the character cannot use a pistol with a Mode of BF or FA (not that the character can’t pull the trigger,
but simply that they have no hope of hitting what they aim at…of course, accidents happen)

Rifles – This skill is basically the same as Pistols above, but it confers accuracy and efficiency for rifle use
instead.

SMG – Sub-machine Guns (SMG) are not as simple to operate as pistols and rifles. In order to effectively use
an SMG, a character must possess this skill. Some sub-machine guns have a SA Mode, those work essentially
the same way as pistols and rifles in that, a character without the SMG skill can fire it in SA Mode as a SS
Mode weapon. The Mode: BF is still mostly uncontrollable to an untrained character, and a Mode of FA is
treated as BF for an untrained character.

Heavy Weapon (Direct Fire) – This combat skill represents a character’s aptitude in firing and controlling direct
fire artillery weapons. Direct fire artillery weapons are: any weapon capable of damaging vehicles or multiple
targets, whose projectile cannot change course and is not intended to bounce (i.e. portable rocket launchers,
bazookas, light or heavy machine guns, etc.), these weapons also include visually targeted vehicle mounted
weapons.

Heavy Weapon (Indirect Fire) – This combat skill represents a character’s ability to fire and control indirect fire
artillery weapons. Indirect fire artillery weapons are: any weapon capable of damaging vehicles or multiple
targets, whose projectile can change course or is intended to bounce (i.e. mortars, semi-guided missiles, smart
missiles/bombs, grenade launchers, etc.), these weapons also include computer targeted vehicle mounted
weapons. This skill also includes the use of Target Designator Equipment (TDE), that is: the lasers (or beacons)
used to “paint” a target for smart weapons and guided/semi-guided missiles.

Sleight of Hand – This skill covers everything from card and coin tricks, to “palming” small items, to outright
pick pocketing. It may also be used to slip drugs, poisons, and other nastiness into someone’s food or drink
unnoticed. (Optionally, the Game Master may choose to allow the target to make an opposed Perception roll to
detect the trick.)

Stealth – This skill represents a character’s ability to hide, or to move without being seen or heard.

Reflex –

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Dodge – This skill represents a character’s ability to get out of the way of impending danger. If used outside of
combat, success means that the object missed the character. If used in combat, success penalizes an attack roll
made against the dodging character by 10%, critical success imposes a 20% penalty, while a critical failure
grants a 10% bonus to the attack roll in question. (This roll is made before the attack roll, but after an attack has
been declared against the dodging character.) Whether the dodge attempt is successful or not, dodging always
imposes a 10% penalty on the character’s own attack rolls.

Fast Draw – This combat skill functions in three ways. First, during a surprise round a character may roll Fast
Draw to gain normal initiative (i.e. success grants a normal initiative roll, while failure indicates that the
character is just as surprised and unable to act as everyone else). Second, during the first round of combat only,
a successful Fast Draw roll indicates an initiative adjustment (critical success = - 20% bonus, success = - 10%
bonus, failure = no adjustment, critical failure = + 10% penalty). Third, Fast Draw may be used in a non-
combat situation to “get the drop on” and thus surprise an enemy (i.e. one second you were talking, and before
anyone could think you had your guns out, blasting away at the enemy).

Intelligence –

Computer – This skill represents a character’s ability to use computers of all types, and for all purposes. It
covers everything from normal, legal use of a personal computer, to illegal hacking, to using the computer
systems aboard some vehicles to operate the various stations aboard that vehicle (i.e. the communications, and
defensive systems of a star ship, etc.).

Demolitions – This skill represents a character’s knowledge, and understanding of, and familiarity with
explosive devices of all types. It can be used to assemble or dismantle bombs, mines, and grenades as well as
manufacturing explosives such as dynamite, plastique, or nitro-glycerin. A character with this skill can function
on a bomb squad or improvise munitions effectively.

Engineering – This skill represents a character’s ability to build things or to repair existing things. It can be used
alone to build mechanical items like guns or cars, or it can be used alone to build structural items like houses or
rooms, or it can be used with another skill, such as Computer to build electronic devices, or Demolitions to
build a bomb shelter. The possibilities are nearly endless. The exact limitations or situational modifiers and
possible skill combinations as well as the results the combination can yield are left to the individual game
master to determine. When used in conjunction with another skill, Engineering is rolled first, the success or
failure of that roll temporarily adjusts the score of the conjoined skill at the following rate:
Critical Success: +10% to the conjoined score.
Success: 0 modifier, but the action is possible.
Failure: -10% to the conjoined score.
Critical Failure: -20% to the conjoined score.
*Note: When using Engineering this way (as a combined skill), a character cannot default to his/her Intelligence
attribute. If the character does not possess Engineering, the action cannot be attempted.

Medicine – This is a general medical skill used for administering first aid, and extended care for the sick and
wounded. When used for first aid, the Medicine skill stabilizes wounded characters to stave off death. Once
First Aid has been applied to a wounded character that character may begin the normal recuperation process.

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When used for extended care, it adjusts the penalties to a patient’s recovery rolls and adjusts a patient’s
recovery time as follows:
Critical Success = removes all penalties to recovery rolls and allows a Feat of Fortitude for healing or a Feat of
Willpower to regain consciousness 4 times that day,
Success = halves all penalties to recovery rolls and allows 2 Feats of Fortitude or Willpower that day,
Failure = no changes to base penalties or number of Feats able to be rolled that day,
Critical Failure = no recovery possible that day and forces patient to roll an unadjusted Feat of Fortitude to
avoid taking 1 point of damage from malpractice.
The Medicine skill can also be used for battlefield triage (determining who can be saved and who can not).
Medicine combined with Engineering is necessary to perform cybernetic implant surgery.

Navigation – This skill represents a character’s ability to plot a course by the stars or by using star charts, as
well as updating star charts. It also can be used to indicate how well a character can read or draw a normal map.

Piloting – This is a character’s ability to drive a vehicle. It is used for all vehicles from personal transports (i.e.
cycles, and cars), to the largest UTC military warship. Whether the vehicle is ground based, atmospheric,
marine, or a star ship makes no difference for the purposes of this skill.

Willpower –

Concentration – This skill indicates a character’s ability to shut out distractions and focus on the task at hand.
With a successful skill roll a character gains a temporary bonus to another skill. That bonus lasts for 1 full round
(or until the task is completed outside of combat), and is only used to reduce situational distraction penalties.
The Concentration skill cannot be used to adjust combat skill rolls (i.e.: hit rolls)
Critical Success: +20%
Success: +10%
Failure: 0 modifier
Critical Failure: a further –10% (cumulative with other penalties)

Determination – This skill represents a character’s morale, and drive to perform a certain task. A successful
skill roll allows a character to ignore a single stun attack. Determination is also used to resist certain Psi skills.
Determination can also be used to advance other skills over “down time”. The skill to be advanced is chosen,
and for every week spent working on it a Determination roll is made with the following results:
Critical Success: +2% to the skill being “practiced”.
Success: +1% to the skill being “practiced”.
Failure: No advancement in the “practiced” skill, 1 week wasted.
Critical Failure: No advancement in the “practiced” skill, 1 week wasted, and the “practiced” skill cannot be
advanced in this way again until it is improved normally.

Perception –

Alertness – When the Stealth skill is used to sneak up on someone, or when an ambush is set, or when attention
to detail is necessary, this skill comes into play. Alertness resists Stealth, counters ambushes, and determines
what detail can be noticed. The Alertness skill is a general wariness and awareness of one’s surroundings.

17
Blind Fighting – Blind Fighting is used in lieu of a close combat skill (Unarmed or Melee) any time a character
cannot see. Blind Fighting cannot be used for ranged combat, and is not used if the character has an audio/visual
perception mode like sonar.

Psi skills:
Before choosing Psi skills you must decide whether your character is “awakened” or not. If the species
you have chosen to play cannot use Psi skills (as with the Kii/Nen-Kii), then your character may never possess a
single Psi skill. If the species you’re playing can use Psi skills and you wish him/her to have them, then they
are purchased in the same way as other skills (and with the same points). Some species (such as the Bri-Atspi)
must have Psi skills and/or gain extra skill points exclusively for purchasing Psi skills; otherwise you must
divide your character’s initial skill points between regular skills and Psi skills. Also, if you intend your
character to have cybernetic implants, plan carefully. Implants reduce a character’s Vitality, and Sentience
scores, the total reduction of Vitality equals a penalty to the skill rolls for all Psi skills. The penalty from
reduced Sentience is equal to the amount of reduction times 10%. (example: A character with Muscle
Replacement, Vitality cost 25%, will have a 25% penalty to use all Psi skills. If that same character also had a
Nano-Cumputer, 1% Vitality cost and a Sentience cost of 6, that would make the character’s total Psi penalty
86%: 25% for the Muscle Replacement, plus 1% for the Vitality cost of the Nano-Computer, plus 60% for the
Sentience cost (times 10%) of the Nano-Computer equals the total Psi penalty of 86%.)

Psi skills (listed by related attributes):

Strength –

Bolster – This skill grants the Psion the ability to redirect psychic energy into boosted physical power.

Fortitude –

Psychometabolic Resistance – This skill allows the Psion to control her metabolism in order to resist or
overcome the effects of wounds, illness, disease, or poisoning of any kind. Crit. Success: 20% bonus to
Fortitude Feat to resist or overcome the effects of wounds, illness, disease, or poison of any kind. Success: 10%
bonus. Failure: no success, no benefit. Crit. Failure: 10% penalty to Feat of Fortitude to resist or overcome
wound, illness, disease, or poison effects.

Psychometabolic Healing – This is the ability to heal one’s wounds through “mind over matter”. This skill
functions identically to the Medicine skill with a few restrictions: 1) Psychometabolic Healing is only usable on
one’s self; 2) When the Psion falls unconscious from wounds, it’s use is instinctual, so the Psion automatically
stabilizes; 3) When conscious this skill requires concentration, thus preventing any other action (including
speech) while healing this way. When unconscious the use of this skill is instinctual, so it is assumed that the
mind and body are entirely focused on healing, it still requires a roll to use, but the use is automatic and can
only be interrupted by death. Beyond these exceptions, use the rules for the Medicine skill in using and
adjudicating this skill.

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Psychometabolic Mastery – This skill allows the Psion to focus his psychic energies on his physical body and
health.

Coordination –

Psychic Guidance – This skill allows the Psion to use his psychic ability to guide his next attack, resulting in a
bonus to his next hit roll. Crit. Success: grants the Psion a 20% bonus to his next hit roll. Success: grants a 10%
bonus to Psion’s next hit roll. Failure: no success, no benefit. Crit. Failure: 10% penalty to Psion’s next hit roll.

Reflex –

Psychokinetic Shield – This skill allows the Psion to use his mind to create a kinetic shield around himself. Crit.
Success: The Psychokinetic Shield (a “shell” of super-dense air) will deflect incoming attacks 10% of the time
(penalize attackers’ hit rolls by 10%) and acts as armor with Hardness 2 until the Psion’s next action. Success:
The Shield acts as armor with a Hardness of 1 until the Psion’s next action. Failure: No success, no benefits.
Crit. Failure: The psychokinetic focus actually thins the air around the Psion, reducing the Hardness value of
his armor by 1, if no armor is worn then his opponent(s) gain a 10% bonus to their hit rolls until the Psion’s next
action.

Combat Mind – This is the ability to glimpse a few seconds into the future so that one can see the next
immediate actions of his/her opponent(s). There are 2 major benefits of this skill: 1) The Psion gains a 10%
bonus to his/her initiative on the next round of combat. 2) The GM must provide appropriate combat
information to the Psion concerning the next action(s) of his/her opponent(s). Crit. Success: Psion also gains 10
discretionary percentage points to apply as a bonus to his/her own next hit roll, initiative, and/or next roll for
any Reflex skill, or as a penalty to his/her opponent’s next hit roll, initiative, and/or next roll for any Reflex skill.
Success: 10% bonus to initiative of Psion’s next action, and detailed information of his/her opponent’s next
action. Failure: no success, no benefits. Crit. Failure: the exact opposite of success, the Psion receives a 10%
penalty to the initiative of his/her next action, and he/she receives false information about his/her opponent’s
next action.

Intelligence –

Telepathy – Mind to mind communication.

Psychic Focus – Allows the Psion to focus his/her psychic energy toward Intelligence and related skills.

Willpower –

Telekinesis – This is the ability to move objects with one’s mind.

Psychoportation – This is a Psion’s ability to move instantly through space/time, “disappearing” from one
location and rematerializing immediately in another location entirely.

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Iron Will – This skill represents the Psion’s ability to focus their psychic energy toward bolstering their
willpower.

Perception –

Clairvoyance – The ability to “see” distant places, or just around the corner. Crit. Success: “see” and “hear”
target location. Success: “see” target location. Failure: no success. Crit. Failure: severe headache, further use of
any Psi skill at a 10% penalty for one hour, all further attempts to view the same target are at a 10% penalty
(cumulative) until the Clairvoyance skill is improved or a Critical Success is scored to view that target.

Object Reading – This is the ability to scan an object’s history for significant past events or emotional/psychic
impressions. Crit. Success: Psion can “read” the past month of the object’s “life” or, in the event of a long
forgotten or unused item, the last 2 most significant/strongest emotional/psychic impressions. Success: Psion
can “read” the past week of the object’s “life” or, in the event of a long forgotten or unused item, the most
recent significant/strongest emotional/psychic impression. Failure: no success, no benefit. Crit. Failure: severe
headache, further use of any Psi skill is at a 10% penalty for one hour, all further attempts to “read” the same
object are at a 10% (cumulative) penalty until the Object Reading skill is improved or a Critical Success is
scored while attempting to “read” the same object.

Heightened Senses – This is a Psion’s ability to focus their psychic power on greater sensory perception.

Now that you have your skills purchased and recorded on your character sheet, you are ready to move on the
next step of character creation.

Section 5: Equipment

This is it! The final step in character creation. Unfortunately, this is also usually the longest step in
character creation. We will try to get through it as quickly and painlessly as possible though.

First, before you can buy equipment for your character you must know how much money you have
available to spend. In the human culture, cash is a thing of the past. All transactions in human controlled
planetary systems are done by credit. As your character works at his/her job, he/she earns credits, which are
automatically deposited into a bank account in his/her name (this account has existed since your character’s
birth). When your character pays his/her bills, buys groceries, clothing, or other “necessities” (i.e. guns, armor,
lock-picks, etc.), the correct number of credits is automatically deducted from his/her account. Most legal
deposits into a character’s account are automatic (i.e. paychecks), however, withdrawals (and most illegal
deposits, such as blackmail money) require the use of a security card. This card is all at once: identification,
social security card, bank/credit card, medical/dental/birth records, and the only proof that you exist (much less
that you are who you say you are). It is about the size and thickness of a standard credit card in the real world,
but there is a microchip inside it that is imprinted with all important information about your character. Now,
back to how much money your character has to spend on equipment. If your character has a military career,
then it is assumed that he/she could have saved two month’s pay, otherwise, roll d% twice and multiply the
results by each other (example: d%= 97% times d%= 52%= 5044 credits, or  5044). If a character is not
human (or is not in a human controlled system), then initial funds are calculated the same way; they’re just not

20
in confederate credits (). After all initial equipment purchases have been made and the player is satisfied that
the character has enough “junk”, divide the remaining money by 10 (round down) and record that total on the
character sheet as starting money.

*Note: Some characters will begin play with some amount of “free” equipment, such as those with military
careers. This is balanced by the fact that they will receive less starting money than other characters; also note
that in most of these instances (especially in the “enlisted”) the free equipment is not actually their property (a
soldier’s rifle still belongs to the military).

Encumbrance:
A character may carry a number of encumbrance units () equal to his/her strength score indefinitely and
without penalty. Exceeding this limit makes a character “encumbered”.

There are 5 “levels” of encumbrance:


None – half of strength score or under
Light – between half strength and strength
Moderate – between strength and 1.5 times strength
Severe – between 1.5 and 2 times strength
Extreme – between 2 and 3 times strength
Lift – up to 4 times strength

*No character may carry more than 3 times his/her strength score in encumbrance units. A character may lift up
to 4 times his/her strength score in encumbrance units, but is unable to move (except to drop said load).

*Note: The quick and dirty way to determine the encumbrance units of a person or other “non-rated” thing in
the game is: encumbrance=weight. Encumbrance units encompass more than simple mass though, and game
masters should alter the encumbrance of something by situation (i.e. a 200lb unconscious human might be
250 because he’s dead weight, while a 200lb human who doesn’t want to come peacefully might be 300
because he’s struggling).

A character may only be encumbered for so long before needing to rest. His/her fortitude score
determines this time limit.

Encumbrance time:
None – indefinitely
Light – (2 times fortitude score) minutes
Moderate – (fortitude score) minutes
Severe – (fortitude score divided by 2, round down) minutes
Extreme – (fortitude score divided by 4, round down) minutes
Lift – (fortitude score divided by 8, round down) minutes

*If the above time limits are exceeded without sufficient rest, then the character’s effective encumbrance level
is increased by one. If a character’s effective encumbrance level ever exceeds “extreme”, then the character is
exhausted and unable to act until a sufficient amount of time has passed to reduce the character’s effective
encumbrance level.

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Encumbrance is not without it’s drawbacks. Not only is there a limit to how long one can move while
encumbered, but there is also a limit to how well one can move while encumbered. Coordination, reflex, and
initiative are penalized for encumbrance as follows (note: these penalties are temporary and will decrease as the
character’s encumbrance level decreases, and after the character has rested adequately)

Encumbrance level and penalties:


None – No penalties of any kind
Light – 10% penalty to coordination and reflex (and coordination and reflex based skills), and initiative
Moderate – 20% penalty to coordination and reflex (and coordination and reflex based skills), and initiative
Severe – 30% penalty to coordination and reflex (and coordination and reflex based skills), and initiative
Extreme – 40% penalty to coordination and reflex (and coordination and reflex based skills), and initiative
Lift – unable to move or act (except to drop the load), reducing a character’s effective coordination, reflex, and
initiative (and coordination and reflex based skills) to 0

*If a character’s encumbrance level reduces his/her effective coordination or reflex score to a point that would
negate a bonus, or inflict a penalty on coordination or reflex based skills, apply that adjustment to those skills as
well.

A character will recuperate from the effects of encumbrance in time with rest and load reduction.
Reduce a character’s encumbrance level by one for every 5 minutes of rest (to a minimum of the character’s
current encumbrance level). If rest is unavailable, then reduce a character’s current encumbrance level by one
for each 15 minutes spent with a reduced load (to a minimum of the character’s current encumbrance level). If
a character lifts his/her maximum weight range, then he/she requires 5 minutes to recuperate per minute that the
load is held (he/she is exhausted and unable to act until at least half of that time has passed, at which point the
character is considered to be extremely encumbered if he/she attempts to act or move, and will recuperate as
normal for extreme encumbrance).

All of this together means that a character with:


Strength: 65%
Fortitude: 75%
Coordination: 92%
Reflex: 81%
- Will be able to carry up to 33 unencumbered indefinitely while amassing no penalties and requiring no time
to recuperate
- From 34 to 65 lightly encumbered for 150 minutes (2 ½ hours), reducing his/her effective coordination to
82% (incurring a total 15% penalty to coordination based skills) and reflex to 71% (incurring a total 20%
penalty to reflex based skills) with a 10% initiative penalty, and requiring 5 minutes to recuperate by dropping
his/her load and sitting down (or 15 minutes if he/she keeps walking but passes off the load to someone else)
- From 66 to 98 moderately encumbered for 75 minutes, reducing his/her effective coordination to 72%
(incurring a total 35% penalty to coordination based skills) and reflex to 61% (incurring a total 40% penalty to
reflex based skills) with a 20% penalty to initiative, and requiring a total of 10 minutes to recuperate by
dropping his/her load and sitting down (or 30 minutes if he/she keeps walking but passes the load off to
someone else)

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- From 99 to 130 severely encumbered for 37 minutes, reducing his/her effective coordination to 62%
(incurring a total 55% penalty to coordination based skills) and reflex to 51% (incurring a total 50% penalty to
reflex based skills) with a 30% penalty to initiative, and requiring a total of 15 minutes to recuperate by
dropping his/her load and sitting down (or 45 minutes if he/she keeps walking but passes the load off to
someone else)
- From 131 to 195 extremely encumbered for 18 minutes, reducing his/her effective coordination to 52%
(incurring a total 65% penalty to coordination based skills) and reflex to 41% (incurring a total 60% penalty to
reflex based skills) with a 40% penalty to initiative, and requiring a total of 20 minutes to recuperate by
dropping his/her load and sitting down (or 1 hour if he/she keeps walking but passes the load off to someone
else)
- Although the character cannot carry more than 195, he/she may lift from 196 to 260 and hold the load
for up to 9 minutes, while holding a load like this a character is unable to act in any way (except to drop the
load), recuperating from such encumbrance could take up to 45 minutes.

Equipment Lists:
*First, it should be noted that these equipment lists are in no way intended to be comprehensive lists of every
possible piece of equipment available in the game. They serve the two-fold purpose of giving players some
amount of “standard” equipment, and giving game masters guidelines for creating their own equipment lists.

Weapon Attributes:
Cost= How many Confederate Credits () the weapon costs
Encumbrance= How many Encumbrance Units () the weapon takes up
Type= The type of weapon, also the skill necessary to use the weapon.
Mode= The rate of fire for the weapon (SS – Single Shot [one shot per phase], OS – One Shot [one shot per
reload], SA – Semi Auto [2 shots per phase], BF – Burst Fire [2 shots per phase, one shot=3 bullets], FA – Full
Auto [one shot empties magazine])
Ammo= How many times a weapon can fire or discharge before needing to recharge its power pack
Pen= The Penetration Rating of the weapon
Damage= How much damage the weapon does to it’s target as a percentage of the maximum damage capacity
of the target

Weapon List:
Weapon Cost Enc Type Mode Ammo Pen Damage Special Info
Griffin Enterprises 10 0.2  Melee N/A N/A 1 10%
Combat Knife
Fowe Industries  25 0.5  Melee N/A 50 1 15%
FI-VCK1A Combat
Knife
Griffin Enterprises 50 0.1  Unarmed N/A 10 1 Ignores 100%
Cestus Armor Stun
Fowe Industries 50 0.2  Unarmed N/A 15 1 Ignores 100%
FI-SG1A Stun Armor Stun
Glove
Griffin Enterprises 100 0.5  Melee N/A 15 1 Ignores 100%
Pixie Stick Armor Stun

23
Fowe Industries 150 0.5  Melee N/A 20 1 Ignores 100%
FI-SB1A Stun Armor Stun
Baton
Griffin Enterprises 300 2 Rifle SS 5 1 Targets 100%
EMP Rifle Electronics Electronics
10%
Stun
Dragon Arms M42 400 2 Rifle SS 10 2 Targets 100%
EMP Rifle Electronics Electronics
20%
Stun
Fowe Industries FI- 500 2 Rifle SA 10 2 Targets 100%
EMPR1A Electronics Electronics
EMP Rifle 30%
Stun
Griffin Enterprises 200 0.5  Pistol SS 10 1 10%
Goblin
Dragon Arms 250 0.5  Pistol SA 10 1 10%
M111 Light Pistol
Fowe Industries 300 0.2  Pistol SA 15 1 10%
FI-PLP1A Light
Pistol
Griffin Enterprises 250 1 Pistol SA 15 2 10%
Thunder
Dragon Arms 300 1 Pistol SA 15 2 15%
M219 Medium
Pistol
Fowe Industries 350 1 Pistol SA 20 2 15%
FI-PMP1A
Medium Pistol
Griffin Enterprises 300 1.5  Pistol SA 20 2 15%
Ranger
Dragon Arms M357 350 1.5  Pistol SA 25 2 15%
Heavy Pistol
Fowe Industries 400 1.5  Pistol SA 25 2 20%
FI-PHP1A Heavy
Pistol
Griffin Enterprises 400 2 SMG SA/BF 24 3 20%
Raptor
Dragon Arms 450 2 SMG SA/BF 27 3 25%
M453 SMG
Fowe Industries 500 2 SMG BF/ 30 3 25%
FI-SMG1A SMG FA
Griffin Enterprises 450 2.5  SMG SA/ 30 3 25%
Rogue BF/FA
Dragon Arms 500 2.5  SMG SA/ 30 3 30%
M558 Heavy SMG BF/FA
Fowe Industries 550 2.5  SMG SA/ 36 3 30%
FI-HSMG1A BF/FA

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Heavy SMG
Dragon Arms 600 3 Rifle SA/BF 36 3 35%
M638 Light
Assault Rifle
Fowe Industries 650 3 Rifle SA/ 42 3 35%
FI-LAR1A Light BF/FA
Assault Rifle
Dragon Arms 700 3 Rifle SA/ 42 4 35%
M716 Medium BF/FA
Assault Rifle
Fowe Industries 750 3.5  Rifle SA/ 45 4 35%
FI-MAR1A BF/FA
Medium Assault
Rifle
Dragon Arms 800 3.5  Rifle SA/ 45 4 40%
M821 Heavy BF/FA
Assault Rifle
Fowe Industries 850 3.5  Rifle SA/ 54 4 40%
FI-HAR1A Heavy BF/FA
Assault Rifle
Dragon Arms 900 4 Rifle SS 5 5 40%
M987 Sniper Rifle
Fowe Industries 950 4 Rifle SS 10 5 40%
FI-ESR1A Sniper
Rifle
Dragon Arms  5 Rifle BF/FA 57 5 40%
M1037 Blast Rifle 1000
Fowe Industries  5 Rifle BF/FA 60 5 45%
FI-LBR1A Light 1100
Blast Rifle
Fowe Industries  6 Heavy BF/FA 60 5 50%
FI-HBR1A Heavy 1200 Weapon
Blast Rifle (Direct)

*Note: Weapons can only take so much punishment and abuse before they need to be repaired, or before they
are destroyed outright. Damage capacity for weapons is not included in the core rules, but some game masters
may want to implement it in their games. We suggest that a weapon have a damage capacity equal to its
(penetration + 1)2, although, individual game masters are free to use any system they choose, or altogether
ignore weapon damage capacity at their option.

*Note: Stun Damage


Stun damage is temporary damage to a character’s Willpower attribute. Any successful hit with a stun weapon
will prevent a character from acting for the duration of the round in which he/she was hit, and the next full
round. On the second full round of stun, recovery begins. A character regains 10% of his/her Willpower score
per round. If the stun damage reduced a character’s Willpower to 0% or less, the character is unconscious.
Consciousness is regained when at least half of the character’s Willpower is regained. After regaining at least
half of his/her Willpower score, the character may act on the following round.

25
*Note: EMP Weapons
EMP weapons target electronic systems by disrupting the flow of electricity through them. Any normal
computer system, cybernetic implant, or other unprotected electronic system will be shut down by a successful
hit. EMP weapons should be treated as stun weapons with regard to Mechanoid characters, or robots.

Armor Attributes:
Cost= How many Confederate Credits () the armor costs
Encumbrance= How many Encumbrance Units () the armor takes up
Type= The type of armor (powered, passive)
Hard= The Hardness Rating of the armor
Damage Capacity= Every successful hit damages armor, Damage Capacity (Dmg Cap) is the number of
damaging hits armor can take before it is rendered ineffective

Armor List:
Armor Cost Encumbrance Type Hard Dmg Cap Special Info
CyberTech PolyWeave Vest 200 5 Passive 0.5 2
Dragon Arms Polymer Strand 250 5 Passive 0.5 3
Weave Vest
Griffin Enterprises Polymer 300 3 Passive 0.5 3
Weave Vest
Fowe Industries 350 3 Passive 0.5 4
FI-PSWAV1A PolyWeave
Vest
CyberTech PolyWeave Jacket 250 7 Passive 0.5 3
Dragon Arms Polymer Strand 300 7 Passive 0.5 4
Weave Jacket
Griffin Enterprises Polymer 350 5 Passive 0.5 4
Weave Jacket
Fowe Industries 400 5 Passive 0.5 5
FI-PSWAJ1A PolyWeave
Jacket
CyberTech PolyWeave Pants 300 7 Passive 0.5 3
Dragon Arms Polymer Strand 350 7 Passive 0.5 4
Weave Pants
Griffin Enterprises Polymer 400 5 Passive 0.5 4
Weave Pants
Fowe Industries 450 5 Passive 0.5 5
FI-PSWAP1A PolyWeave
Pants
CyberTech PolyWeave Long 300 7 Passive 1 4
Coat
Dragon Arms Polymer Strand 350 7 Passive 1 5
Weave Coat
Griffin Enterprises Polymer 400 5 Passive 1 5
Weave Long Coat
Fowe Industries 450 5 Passive 1 6
FI-PSWAC1A PolyWeave
Long Coat
CyberTech PolyWeave Full 500 15  Passive 1 5
Armor
Dragon Arms Polymer Strand 600 15  Passive 1 6

26
Weave Body Armor
Griffin Enterprises Polymer 700 12  Passive 1 6
Weave Body Armor
Fowe Industries 800 12  Passive 1 7
FI-PSWFBA1A PolyWeave
Full Armor
Dragon Arms Polymer Plate 500 7 Passive 1 6
Body Armor
Griffin Enterprises PolyPlate 550 5 Passive 1 6
Body Armor
Fowe Industries 600 5 Passive 1 7
FI-PPBPA1A
PolyPlate Body Armor
Dragon Arms Polymer Plate Leg 500 7 Passive 1 6
Armor
Griffin Enterprises PolyPlate 550 5 Passive 1 6
Leg Armor
Fowe Industries 600 5 Passive 1 7
FI-PPLA1A
PolyPlate Leg Armor
Dragon Arms Polymer Plate Full 900 15  Passive 2 7
Armor
Griffin Enterprises PolyPlate 1000 12  Passive 2 7
Full Armor
Fowe Industries 1100 12  Passive 2 8
FI-PPFBA1A
PolyPlate Full Armor
Dragon Arms Alloy Plate Body 600 7 Passive 1 7
Armor
Griffin Enterprises Alloy Plate 650 5 Passive 1 7
Body Armor
Fowe Industries 700 5 Passive 1 8
FI-NATAPBPA1A
Alloy Plate Body Armor
Dragon Arms Alloy Plate Leg 600 7 Passive 1 7
Armor
Griffin Enterprises Alloy Plate 650 5 Passive 1 7
Leg Armor
Fowe Industries 700 5 Passive 1 8
FI-NATALA1A
Alloy Plate Leg Armor
Dragon Arms Alloy Plate Full 1100 15  Passive 2 8
Armor
Griffin Enterprises Alloy Plate 1200 12  Passive 2 8
Full Armor
Fowe Industries 1300 12  Passive 2 9
FI-NATAFBA1A
Alloy Plate Full Armor
Griffin Enterprises PolyPlate 1500 10  Powered 2 9
Power Suit
Fowe Industries 2000 10  Powered 2 10
FI-PPPA1A
PolyPlate Powered Armor
Griffin Enterprises Alloy Plate 2000 10  Powered 2 12

27
Power Suit
Fowe Industries 2500 10  Powered 2 15
FI-NATAPA1A
Alloy Plate Powered Armor
Fowe Industries 3000 12  Powered 2 15 This Powered
FI-CPA1A Armor is intended
Catalyst Armor
to interface with the
Catalyst
Exoskeleton
infantry vehicle.
The Catalyst
Exoskeleton is the
only vehicle this
armor will allow
interface with.
Fowe Industries  3000 12  Powered 2 10 This Catalyst armor
FI-CPA/FS1A allows a pilot to
Catalyst Flight Suit
interface with a
properly equipped
space vehicle. It
cannot interface
with a Catalyst
Exoskeleton.
Fowe Industries 3000 12  Powered 3 20
FI-PIPA1A
Powered Infantry Armor
Fowe Industries 3500 15  Powered 4 20
FI-PIHPA1A
Heavy Powered Infantry Armor

*Note: Powered Armor may be integrated with a number of upgrades or subsystems equal to its hardness rating.
See the general item list for possible powered armor upgrades.

Item Attributes:
Cost= How many Confederate Credits () the item costs
Enc= How many Encumbrance Units () the item takes up
Functions= Lists any modifications to the normal game rules due to the nature of the item

Item List:
Item Cost Enc Functions
HUD Targeting  1000 * Powered Armor Upgrade. Provides a 20% bonus to a character’s
System Pistol, Rifle, SMG, and Heavy Weapon (Direct) skills
Reinforced Servos  750 * Powered Armor Upgrade. Provides a 10% bonus to a character’s
Strength Attribute
Hyper-Reactive  750 * Powered Armor Upgrade. Provides a 10% bonus to a character’s
Circuitry Reflex Attribute
Upgraded Plating ½ * Powered Armor Upgrade. Increases the Defense Class of the armor

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Density Armor by 1
Power Booster ½ * Powered Armor Upgrade. Increases the internal power supply of the
Armor armor (Class*1.5 = the new number of possible upgrades, round
up), thereby allowing integration of more upgrades (this upgrade
still takes one slot)
Jump Jets  750 * Powered Armor Upgrade. Allow limited flight capability in the
form of extremely long or high jumps. Will also allow powered
armor to effectively travel between ships in space
Magnetized Feet  500 * Powered Armor Upgrade. Magnetizes the feet of powered armor so
that the external hull of a space faring vehicle may be walked on.
Useful for affecting repairs “en route”, and for raiding another ship
in space.
Mg Flare 2 0.1 Enables carrier to see in the dark
 Can be used to start fires (60% {+ the character’s Survival skill} if
under adverse conditions, i.e. high winds, wet tinder, etc.)
Duffle Bag 10 0.5 Makes the transport of gear less cumbersome (will hold 100 of
 equipment for ½ of the total  value).
Extra Battery 10 0.1 Available in all sizes, makes, and models for all firearms (holds up
 to the Ammo limit in extra rounds for any firearm)
Battery Belt 100 2 Provides the equivalent of 10 serial linked batteries for energy
weapons (multiply the ammo limit for the attached energy weapon
by 10).
Battery Pack 500 5 Provides the equivalent of 50 serial linked batteries for energy
weapons (multiply the ammo limit for the attached energy weapon
by 50). Also negates the possibility of a character carrying a duffle
or other pack on his/her back.
Rope 50 3 Statistics listed are for a 15m (approx. 50ft) length of nylon strand
or nylon polymer strand rope. Proper use of a rope can grant a 20%
bonus to a character’s Climbing skill rolls.
Survival Gear 100 5 Provides all equipment necessary to survive in a given terrain and
climate type, including tools for building fires, crafting crude
shelters, purifying water, and cooking small meals
Deluxe Survival 200 7 Same as regular survival gear, except that there are more tools
Gear provided and they are of better quality. Grants a + 20% bonus to a
character’s applicable Survival skill.
First Aid Kit 200 3 Provides all equipment and tools necessary to perform first aid, and
stabilize a patient, including syringes, antibiotics, painkillers,
bandages, etc. Each kit has 50 uses.
Medical Kit 300 5 Provides all equipment and tools necessary for short term extended
medical care. Each kit has 50 uses,
Advanced Medical 600 7 Same as basic medical kit, except that the advanced kit can be used
Kit for long term extended care. Each kit has 50 uses. Grants a + 20%
bonus to a character’s Medicine skill.
Stealth Suit 100 1 This is basically just a suit of dark clothes made from a special
polymer weave for silent movement. Grants a + 20% bonus to a
character’s Stealth skill.

29
Munitions Kit 500 5 Provides all tools and equipment necessary to dismantle or
assemble most explosive devices.

Deluxe Munitions  1000 10 Same as basic munitions kit, except that the deluxe kit can be used
Kit  to dismantle or assemble any explosive device. Grants a + 20%
bonus to a character’s Demolitions skill
Engineer’s Tools 700 10 Provides all tools and equipment necessary to construct most small
 items or perform routine maintenance and repairs.
Advanced  1400 N/A Same as basic tools, but the advanced tools also include most
Engineer’s Tools equipment necessary to create schematics, and construct large items
(i.e. vehicles, powered armor, etc.), as well as perform detailed
maintenance and repairs. The advanced tool set is not portable.
Grants a + 20% bonus to a character’s Engineering skill.

*Note: The damage capacity for general equipment items is left completely to the purview of individual game
masters. We understand and agree with the “realism” aspect of adding damage capacity to general items, but the
game does not suffer with out it, and we feel that it would have been more trouble than it was worth to try to
include. If an individual game master decides that his/her game needs that extra bit of realism, then he/she is
encouraged to develop a system for item damage that works for his/her game.

Vehicles:

Vehicle Attributes:
Cost= How many Confederate Credits () the vehicle costs
Acceleration= The speed at which the vehicle accelerates (measured in meters per second per second)
Cruise= The maximum safe, sustainable speed of the vehicle (measured in kilometers per hour)
Crew= The number of people needed to efficiently operate the vehicle
Class= The Size Class of the vehicle

Vehicle Lists:

Repulsor Vehicles:
Vehicle Cost Accel Cruise Crew Class Description
CyberTech Personal 3000 1 80 1 2
Cycle
Mobile Industries  5000 3 100 1 2
Personal Cycle
Pulsar Cycle  7000 3 120 1 2
CyberTech Efficiency  5000 1 100 1 3
Vehicle
Mobile Industries  7000 3 120 1 3
Efficiency Vehicle
Pulsar Efficiency Vehicle  3 140 1 3

30
10000
CyberTech High  7000 1 120 1 3
Occupancy Vehicle
Mobile Industries Hi-Occ  3 140 1 3
Vehicle 10000
Pulsar HOV  5 160 1 3
13000
CyberTech Load Hauler  7000 1 100 1 3
Mobile Industries Load  3 120 1 3
Vehicle 10000
Pulsar Load Car  3 140 1 3
13000
Mobile Industries  2 120 1 3
Commercial Transport 13000
Pulsar Commercial  2 120 1 4
Transport 15000
Mobile Industries  2 140 2 4
Commuter Transport 15000
Pulsar Commuter  3 140 2 4
Transport 17000

Tracked Vehicles:
Vehicle Cost Accel Cruise Crew Class Description
APC  20000 3 120 2 5
Heavy APC  30000 2 140 2 6
Light Anti-Infantry Tank  30000 3 140 2 6
Anti-Infantry Tank  40000 1 160 2 7
APC Crawler  50000 1 140 4 7
Heavy Tank  75000 2 140 4 8
Destroyer Tank  2 160 4 9
100000

Aerial/Space Vehicles:
Vehicle Cost Accel Cruise Crew Class Description
Personal Transport/ Life  20000 1 500 1 2 These vessels are small; they hold
Pod no more than one person, and
almost no equipment. They come
standard with no armament, and
are universal (i.e. used by
civilians, corporations, and the
military alike). They are only
equipped to spend about 8
consecutive hours in space. These
transports can operate inside an
atmosphere, but only in so far as
they will protect the life of their

31
occupants upon landing. No
atmospheric flight or maneuvering
is possible.
Civilian Shuttle  30000 1 500 1 3 Small civilian “run-abouts”. Will
carry a pilot and 4 passengers.
These vessels are only equipped to
spend about 8 consecutive hours in
space. They’re only designed for
surface to orbit or ship to ship
transport. Civilian shuttles can
operate effectively inside an
atmosphere.
Corporate Shuttle  40000 1 500 2 3 Small corporate “run-abouts”.
Will carry a pilot and co-pilot
along with 3 passengers. These
vessels are only equipped to spend
about 8 consecutive hours in
space. They’re only designed for
surface to orbit or ship to ship
transport. Corporate shuttles can
operate effectively inside an
atmosphere.
Military Shuttle/ Drop-  50000 2 1000 2 4 These are the main landing craft of
ship any UTC force, as well as the
ship-to-ship shuttles of the
military. They will carry a pilot
and co-pilot as well as 6
passengers plus equipment. These
vessels are only equipped to spend
about 8 consecutive hours in
space. They’re only designed for
surface to orbit or ship to ship
transport. Shuttles and Drop-ships
can operate effectively inside an
atmosphere.
Starfire  60000 5 2500 1 5 These are small, one-man fighters,
the backbone of any UTC military
operation. They are equipped to
spend about 16 consecutive hours
in space. Starfires can operate
inside an atmosphere. They carry
only the necessary survival gear of
the pilot.
Interceptor  60000 7 3500 1 5 Interceptors are fast attack craft.
Slightly larger than Starfires, they
are still only one-man fighters.

32
What they gain over a Starfire in
size they lose to drive space to
make them faster. Interceptors
only carry the necessary survival
gear of their pilots, like Starfires.
They are equipped to spend about
16 consecutive hours in space.
Interceptors can operate inside an
atmosphere.
Skiff  60000 4 2000 2 4 A skiff is a small civilian
recreational craft. Skiffs can carry
10 passengers, and are equipped to
spend 24 consecutive hours in
space. They can operate in an
atmosphere.
Schooner  80000 4 2000 3 5
Long Range/Heavy  5 10000 2 6 Increased speed, cargo space, and
Fighter 100000 improved air filtration allow these
fighters to travel great distances in
open space. They were designed
for interplanetary and deep space
patrols. These fighters can be
equipped to spend up to 6
consecutive months in space.
Short Range Scout/  4 2000 3 6
Bomber 100000
Yacht  3 3000 5 5
120000
Light Freighter  3 3000 5 6
160000
Long Range Scout/  6 20000 5 7 Like the Long Range Fighter,
Heavy Bomber 200000 these ships were designed for deep
space runs, and extended flight
durations. These scouts and
bombers can be equipped to spend
up to 12 consecutive months in
space.
Corvette  4 4000 7 6
240000
Medium Freighter  4 4000 7 7
320000
Cutter  4 4000 7 8
400000
Heavy Freighter  5 5000 9 8
640000
Military Supply/ Escort  5 5000 9 9

33
Ship 800000
Corporate Command  1.28 6 6000 11 9
Ship/ Mobile Facility/ million
Corporate Support
Frigate
Attack Cruiser  1.6 6 6000 10 10
million
Support/Medical Frigate  3.2 7 14000 15 12
million
Destroyer  6.4 8 16000 20 14
million
Battle Cruiser  12.8 9 18000 25 16
million
Heavy Frigate  25.6 10 20000 30 18
million
Carrier/ Mobile Platform  51.2 10 20000 35 20
million
Command Ship/ Mobile  102.4 10 20000 40 25
Station million

Special Vehicles:
Vehicle Cost Accel Cruise Crew Class Description
Fowe Industries 5000 0.3 50 1 5
FI-PIVCEPA1A
Catalyst Exoskeleton

Vehicle Rules:
A vehicle is defined as: any object with a means of self-locomotion, which requires a driver or pilot and can
also carry cargo internally. Cars, Cycles, Tanks, Space ships, and Catalyst Exoskeletons are examples of
vehicles. All vehicles are defined by similar attributes (i.e. Accel, Cruise, Class, etc.), but all vehicles have
certain other traits, which are defined by these attributes.
Deceleration = 2/3 Accel or Accel divided by 3 times 2 (round down) (A/3*2) meters per second per second.
Maximum Speed = 1.5 times Cruise (round down). The Maximum Speed of a vehicle may only be maintained
for short bursts, one round (or one minute out of combat) times the vehicle’s Drive Rating. Each round (or
minute) over that limit results in a 10% cumulative chance of system failure which will result in the vehicle
temporarily loosing power and shutting down for a number of rounds (or minutes) equal to the total time
Maximum Speed was sustained.
Cargo/Passenger Space = Every vehicle has enough space for necessary crew and their personal gear. Extra
space for passengers is equal to the Size Class of the vehicle. Available cargo space depends on many factors,
we leave it to individual game masters to determine what the reasonable amount of cargo space in any vehicle
is, just remember that every “passenger space” is assumed to be reasonable accommodation for one person for
the average voyage aboard the vehicle plus their personal gear.
Skeleton Crew = The Crew attribute for a vehicle gives the minimum number of people needed to efficiently
operate a vehicle. A vehicle is considered to have a skeleton crew if the number of crew is between the number
listed on its Crew attribute and ½ that number (round down). A skeleton crew suffers a – 30% penalty to all

34
skills necessary to operate the vehicle (including vehicle combat skills). A vehicle cannot operate with less than
a skeleton crew.
Vehicle Damage Capacity = All vehicles have a 100% base damage capacity, this can be adjusted by upgrades
and accessories (i.e. vehicle armor)

Vehicle Accessory Attributes:


Cost= How many Confederate Credits () the accessory costs
Space=
Type= Explains the basic function and use of the accessory as weapon, shield, armor, etc.

Vehicle Accessory List:


Accessory Cost Space Type
Vehicle Armor Plating =½ = Hull Vehicle armor increases the Damage Capacity of a vehicle by
Vehicle Size + 20%
Class
Vehicle Energy Weapon  5000 5 Class 5 Vehicle Energy Weapons do 30% damage
MPPC (Magnetically  6000 5 Class 5 MPPCs do 20% damage (MPPCs ignore vehicular
Propelled Projectile shields)
Cannon)
Ion Cannon  6000 5 Ion Cannons target electronics. Class 5 Ion Cannons do 50%
damage to electronic systems (no hull damage). Ion Cannons
are treated as +2 Class against vehicle shields
Missile/Torpedo Launch  7000 5 Class 5 Missiles/Torpedoes do 40% damage
Tube
Vehicle Energy Weapon  6000 6 Class 6 Vehicle Energy Weapons do 40% damage
MPPC  7000 6 Class 6 MPPCs do 30% damage (MPPCs ignore vehicular
shields)
Ion Cannon  7000 6 Ion Cannons target electronics. Class 6 Ion Cannons do 60%
damage to electronic systems (no hull damage). Ion Cannons
are treated as +2 Class against vehicle shields
Missile/Torpedo Launch  8000 6 Class 6 Missiles/Torpedoes do 50% damage
Tube
Vehicle Energy Weapon  7000 7 Class 7 Vehicle Energy Weapons do 50% damage
MPPC  8000 7 Class 7 MPPCs do 40% damage (MPPCs ignore vehicular
shields)
Ion Cannon  8000 7 Ion Cannons target electronics. Class 7 Ion Cannons do 70%
damage to electronic systems (no hull damage). Ion Cannons
are treated as +2 Class against vehicle shields
Missile/Torpedo Launch  9000 7 Class 7 Missiles/Torpedoes do 60% damage
Tube
Vehicle Energy Weapon  8000 8 Class 8 Vehicle Energy Weapons do 60% damage
MPPC  9000 8 Class 8 MPPCs do 50% damage (MPPCs ignore vehicular
shields)
Ion Cannon  9000 8 Ion Cannons target electronics. Class 8 Ion Cannons do 80%
damage to electronic systems (no hull damage). Ion Cannons

35
are treated as +2 Class against vehicle shields
Missile/Torpedo Launch  10000 8 Class 8 Missiles/Torpedoes do 70% damage
Tube
Vehicle Energy Weapon  9000 9 Class 9 Vehicle Energy Weapons do 70% damage
MPPC  10000 9 Class 9 MPPCs do 60% damage (MPPCs ignore vehicular
shields)
Ion Cannon  10000 9 Ion Cannons target electronics. Class 9 Ion Cannons do 90%
damage to electronic systems (no hull damage). Ion Cannons
are treated as +2 Class against vehicle shields
Missile/Torpedo Launch 11000 9 Class 9 Missiles/Torpedoes do 80% damage
Tube
Vehicle Energy Weapon  10000 10 Class 10 Vehicle Energy Weapons do 80% damage
MPPC  11000 10 Class 10 MPPCs do 70% damage (MPPCs ignore vehicular
shields)
Ion Cannon 11000 10 Ion Cannons target electronics. Class 10 Ion Cannons do
100% damage to electronic systems (no hull damage). Ion
Cannons are treated as +2 Class against vehicle shields
Missile/Torpedo Launch  12000 10 Class 10 Missiles/Torpedoes do 90% damage
Tube
Vehicle Shield Generator  5000 1 The Class rating of a shield is a bonus to a vehicle’s
defensive Class. Shields can be toggled on or off. Once a
shield’s damage capacity is reached, the shield powers down
and becomes inactive for a number of hours equal to its class.
A Class 1 Shield has a Damage Capacity of 5
Vehicle Shield Generator  10000 2 A Class 2 Shield has a Damage Capacity of 10
Vehicle Shield Generator  20000 3 A Class 3 Shield has a Damage Capacity of 15
Vehicle Shield Generator  40000 4 A Class 4 Shield has a Damage Capacity of 20
Vehicle Shield Generator  80000 5 A Class 5 Shield has a Damage Capacity of 25
Hull Reinforcement ½ 1 The Class of Hull Reinforcement is a bonus to the defensive
Vehicle class of the Vehicle
Hull Reinforcement  Vehicle 2 See Above
Hull Reinforcement  3 See Above
Vehicle*1.5
Hull Reinforcement  4 See Above
Vehicle*2
Hull Reinforcement  5 See Above
Vehicle*2.5
Hull Reinforcement  6 See Above
Vehicle*3
Hull Reinforcement  7 See Above
Vehicle*3.5
Improved Drive  Variable The Class of an Improved Drive acts as a multiplier for a
Vehicle*2 2 – 10 vehicle’s Accel and Cruise
Improved Power Cell ½ = Power An improved power cell provides added power to a vehicle.
Vehicle Cell Use the formula Class*4 to figure a vehicle’s power surplus,
instead of the standard Class*3. Power Cells do not use
power.
Upgraded Power Cell  Vehicle = Power An upgraded power cell provides added power to a vehicle.

36
Cell Use the formula Class*5 to figure a vehicle’s power surplus
instead of the standard Class*3. Power Cells do not use
power.
Redundant Power Cell ½ = Power A Redundant Power Cell is a “back-up” power system. It can
Vehicle Cell be used in one of two ways. Redundant Power Cells can be
set up as an independent system so the vehicle in question
will experience no power loss in the event of a primary
system failure, or it can be serial linked to the primary system
for additional power (1.5 times the total power value, round
up). Whether a redundant cell is independent or serial is
determined at the time of its installation, and cannot be used
in the other way (without an engineering roll to either patch it
into the primary system or remove it from the primary
system). Power Cells do not use power.
Improved Communication  Variable The class of an improved communication system acts as the
System Class*2000 2 – 20 defense class of communication system. Without this
improvement, a communication system is considered to have
a defense class of 1. An improved communication system
provides a class*1% bonus to an operator’s computer skill to
resist being jammed
Communication Signal  Variable The class of a signal jammer acts as the attack class of a
Jammer Class*3000 1 – 20 communication system. Signal jammers block
communication signals, making it impossible for anyone
being jammed to call for help or communicate electronically
with anyone else. Signal jammers provide a class*1% bonus
to an operator’s computer skill to jam target communications,
and a class*100 meter range for the jamming signal. A
communication system without this upgrade is considered to
have an attack class of 0, and can only target a single comm.
Signal.
Signal Encryption and  Variable This communication system upgrade improves the
Booster Class*2000 1 – 10 effectiveness of communication systems, and signal jammers.
The class of this upgrade is added to the class of the upgraded
communication system for the purposes of resisting jamming
attempts, and to the class of the incorporated signal jammer
with regard to both attack class and range.
MPPC Bullets  1000 = Provides 100 shots with an MPPC, ammunition does not use
Weapon power, but does take up one unit of space.
Missiles/Torpedoes  5000 = Provides 50 shots with a Missile/Torpedo Launcher,
Weapon ammunition does not use power, but does take up one unit of
space.

*Note: All vehicle weapons are regulated, which means that licenses are required to possess, mount, or use
them. Ion cannons, and MPPCs are restricted, which means that non-military possession, mounting, or use is
illegal.

Vehicle Customization and Construction Rules:


Ultimately, there are two important factors in customizing or constructing any vehicle: space and power.
Following are the descriptions and rules concerning these two factors.

37
Space – The amount of space for upgrades in a vehicle (called “hard points”, or “pod space”) is equal to the
vehicle hull’s Size Class. For a preexisting vehicle (one that was bought), the Size Class of the hull is listed in
the vehicle entry on the vehicle list. The size class of a “home-made” vessel is whatever the designer chooses it
to be (note that the greater a vehicles size class, the larger and more difficult to build the vehicle will be). All
vehicle accessories (and their integrated hardware) take up 1 unit of space, plus the difference between the
equipment’s class and the vehicle’s class (If the vehicle’s class is greater than the class of the equipment, then
divide the equipment’s class by the vehicle’s class to determine actual space taken. Any fraction of space must
be used. Partial spaces cannot be tracked on the vehicle record sheet…that is, any fractional space not used is
lost. Also, fractional space cannot be “mix-matched”, if part of a space is taken up with a weapon, nothing can
go in that space but other weapons systems). So, a class 5 vehicle, can mount 5 class 5 accessories or upgrades,
2 class 6 accessories or upgrades with one space left over, or 5 class 4 accessories or upgrades with one full
space left over. The only exception to this is vehicular projectile weapons, which take up twice the normal hard
points (one for the weapon itself and associated targeting and fire control systems, and one for the ammunition
for the weapon).
Power – The amount of power for upgrades and accessories in a vehicle (generally called “power factors” or
simply “power”), is equal to the vehicle’s power cell Class times 3. For the purposes of a preexisting ship, the
class of the power cell is considered to be the vehicle’s class. For a “home-made” ship, the class of the power
cell is defined by the designer, with-in the limits of available space as outlined above. An accessory or upgrade
uses a number of units of power equal to its Class. Most of these power units are used to power the accessory,
but sometimes (especially in the case of vehicle armor upgrades), the drain represents the added power needed
to move the vehicle.

*Note: All Space and military vehicles are equipped with a “comms suite” which includes: two-way
communication gear, sensors, and distress/locator beacons. The base “comms suite” systems do not take up
power or space, but improved versions might (see accessory list for details of individual systems). Also,
military vehicles can mount two weapon systems, and one defensive modification (or equal or lesser class to the
vehicle in question), that do not take up hard points (these accessories are considered standard).

Customization versus Construction:


Altering a preexisting vehicle is considered customization. Customization is expensive and time-consuming, but
is much easier (not to mention cheaper and faster) than building a new vehicle. The rules above outline all
necessary information on customization.
Building an entirely new vehicle (even if it’s based on a preexisting design) from the “ground up” is considered
construction. Construction is more expensive and time-consuming than customization, and is much more
difficult. NPC technicians, and engineers can be paid to customize a vehicle, but to construct one the PC must
rely on his/her own abilities. The up side is that the PC will get exactly what he/she wants in a vehicle by
constructing it him/her self. First, the PC must design the new vehicle, and make a construction blueprint, which
requires an Engineering roll (modifiers determined by the game master based on the complexity and feasibility
of the design). Next the PC will need to acquire the necessary construction materials (which could easily be
more expensive than buying a ship of a comparable class). The PC will also have to come up with Deluxe
Engineering Tools, and a suitable construction site (anything from a garage for a ground vehicle to a dry-dock
for a sea-going or space vehicle). After all of these things have been acquired, the PC is ready to begin
construction. The actual construction process is summed up by another Engineering roll, and again the actual
modifiers to the roll are determined by the game master (we recommend a –5% penalty for each hull class over
3). After the hull is built, it is time to install the power cell, drive system, and any weapon systems that will be
included. This requires an additional Engineering roll; once again the game master determines the actual

38
modifier (we recommend a 10% bonus added to the construction modifier). The final stage of construction is
the installation and integration of the vehicle’s on-board computer systems (this is the installation of
communications equipment, as well as power and drive regulation soft-ware, and weapon fire-control systems).
This process requires a conjoined Computer and Engineering roll (as out-lined under the Engineering skill
description). The total modifier to this roll is determined by the game master (we recommend the same modifier
for this roll as the modifier for the construction roll, adjusted by the conjoined Engineering modifier). How long
it will take to build a new vehicle is left to the judgment of the game master. We recommend 1 day per total
class (average the power and hull classes of the vehicle), for the design stage; 1 week per hull class for ground
vehicles, and 1 month per hull class for sea-going or space vehicles for the first construction roll; 1 week per
power cell class for ground vehicles, and 1 month per power cell class for sea-going or space vehicles for the
second construction roll; 1 day per total class for ground vehicles, and 1 week per total class for sea-going or
space vehicles for the computer roll. A critical failure at any step in the process indicates the amount of time
represented by that roll is wasted, and half of the materials used in that step of the process are unsalvageable
(and thus lost). A simple failure at any point indicates the amount of time represented by that roll is wasted (but
no materials are lost). A simple success indicated that all went as planned. A critical success indicates that the
process went more smoothly than anticipated, and the time represented by that roll is halved. Optionally the
game master may feel free to adjust materials used rather than time taken, or vice versa on any roll. Also,
minimum construction crews and time adjustments for more or less than the minimum crew needed is left
entirely up to the game master. We have no recommendations for this, except that if the PC is working alone,
everything after the design stage should take monumentally longer.

Cybernetic Equipment:
Cybernetic equipment (a.k.a implants) carries its own list of rules, which makes implants worth listing and
defining separately from the rest of the equipment lists and rules.

All creatures have an attribute called Vitality, which determines how many cybernetic implants he/she/it may
receive. Vitality is literally how alive a character is, so a heavily “cybered” character will appear to have low
vital signs even when perfectly healthy and undamaged. If a character’s Vitality ever reaches 0, he/she is dead.
All characters also have an attribute called Sentience, which determines how many cybernetic implants a
character may install in his/her head. Sentience is, among other things, self-awareness. Characters with a low
Sentience think increasingly like a machine, with decreasing concern or regard for his/her personal safety or
advancement. If a character’s Sentience ever reaches 0, he/she is basically a robot and is no longer playable.

Cybernetic Implant Attributes:


Cost= How many Confederate Credits () the implant costs
Vitality= How bodily invasive the implant is, represented by the amount of Vitality a character looses by taking
the implant
Sent= How cranially invasive the implant is, represented by the amount of Sentience a character looses by
taking the implant
Effect= The effect(s) of the implant on the body or mind; the class of armor, or weapon; or any other special
effect of the implant

39
Cybernetic Implant List:
Implant Cost Vitalit Sent Effect
y
Muscle Replacement  25% 0 Replaces entire muscular system with electro-reactive
1000 synthetic fiber bundles. If full cybernetic arms and/or legs are
already implanted then reduce the vitality of this implant by
2/3 of the vitality of each cybernetic limb possessed.
Lower Arm  500 3% 0 Replaces the lower arm with a cybernetic version
Replacement
Full Arm  6% 0 Replaces the entire arm with a cybernetic version
Replacement 1000
Lower Leg  700 4% 0 Replaces the lower leg with a cybernetic version
Replacement
Full Leg  9% 0 Replaces the entire leg with a cybernetic version
Replacement 1300
Vocal Cords/Voice  500 1% 0 Replaces the vocal mechanism with a cybernetic version
Box Replacement
Heart Replacement  2% 0 Replaces the heart with a cybernetic version
1500
Lung Replacement  2% 0 Replaces one lung with a cybernetic version. Replacing both
1000 lungs allows a character to hold his/her breath 3 times longer.
Liver Replacement  750 2% 0 Replaces the liver with a cybernetic version, increasing the
filtration rate for removing toxins from the bloodstream
Stomach  750 2% 0 Replaces the stomach with a cybernetic version
Replacement
Minor Organ  500 1% 0 Replaces a minor organ in the body (i.e. appendix, gall
Replacement bladder, kidney, etc.) with a cybernetic version
Circulatory/  12% 0 Replaces the circulatory system with a cybernetic version.
Respiratory System 1500 Grants immunity to most diseases and toxins, includes an air
Replacement filtration system and an internal air supply (1 hour). If
cybernetic heart and/or lungs are already possessed deduct
their Vitality cost from the Vitality of this implant to
determine the total invasiveness of this implant. Each full
cybernetic limb reduces the Vitality cost of this implant by
1%
Nerve Replacement  15% 0.5 Replaces the essential nerves with the cybernetic equivalent.
2000 Optionally a character may implant only motor nerves, which
would result in a +10% bonus to Strength, but a –10%
penalty to Coordination. Reduce the Vitality cost of this
implant by 1% per full CyberLimb, and by 0.5% per organ
replacement (round down).
Ocular Implant  1% 1 Replaces the eye and optical nerve with a cybernetic version,
2000 and provides the necessary hardware to integrate the implant
with the brain. This implant is intended to mimic the
character’s natural visual perception. One additional Retinal

40
Modification can be included at no Vitality or Sentience cost.
Auditory Implant  1% 1 Replaces the full ear and auditory nerve with a cybernetic
1500 version, and provides the necessary hardware to integrate the
implant with the brain. This implant is intended to mimic a
character’s natural hearing. One additional Auditory
Attunement can be included at no additional Vitality or
Sentience cost.
Olfactory Implant  1% 1 Replaces the nasal passages and scent receptors, and provides
1000 the necessary hardware to integrate the implant with the
brain. This implant is intended to mimic a character’s natural
sense of smell. One additional Olfactory Enhancement can be
included at no additional Vitality or Sentience cost.
Polymer Bone Lacing  0% 0 Provides a +1 bonus to a character’s base Hardness. This
1500 implant replaces nothing, in only covers existing bone with a
porous hardened polymer sheath. Bone Lacing is not
cumulative with Bone Replacement.
Alloy Bone  15% 0 Provides a +1 bonus to a character’s base Defense Class. If
Replacement 2000 full cybernetic limbs are already implanted, reduce the
Vitality cost of this implant by 1/3 the Vitality of each limb
implanted. This implant can be purchased up to 3 times with
cumulative effect.
Muscular  5% 0 Provides a 10% bonus to a character’s Strength attribute,
Enhancement 2000 must first have muscle replacement. This implant may be
purchased up to 3 times with cumulative effect.
Nerve Induction  5% 0.5 Provides a 10% bonus to a character’s Reflex attribute, must
Enhancement 2500 first have cybernetic nervous system. This implant may be
purchased up to 3 times with cumulative effect.
Medical Nanites  3% 1 Provides a 10% bonus to a character’s Fortitude score, and
3000 regenerates damage at the rate of 1 point per phase, also
prevents bleeding to death. Nanites must be replenished once
every 6 months, this procedure costs 1500, but does not
further alter a character’s Vitality or Sentience.
Symbiotic Nanites  1% 0 Must first have medical nanites installed. This implant
5000 provides an additional 10% bonus to the character’s Fortitude
score, and improves the character’s regeneration rate by 1
point per phase. Like the medical nanites, these nanites must
be replenished every 6 months. The procedure costs  2500,
with no further alterations to the character’s Vitality or
Sentience, but the symbiotic nanites replace the medical ones,
so the character does not have to maintain the medical nanites
after implanting the symbiotic variety.
Improved Nanites  1% 0 Must first have Symbiotic Nanites installed. This implant
8000 improves the character’s regeneration rate by a further +1
point per phase. Like the other nanite systems, the improved
nanites must be replenished every 6 months. The procedure
costs  4000, but there is no further cost to Vitality or

41
Sentience scores. Also like the previous nanites, these nanites
replace the other ones, so only this procedure is needed
Nano-Computer  1% 6 Provides a 10% bonus to a character’s Intelligence attribute.
6000 A Nano-Computer reduces the Sentience cost of all other
implants by ½ (do not round).
Targeting System  1% 1 Provides a 10% bonus to a character’s Coordination attribute,
5000 also grants a 10% bonus to all combat skills. This implant
requires at least one Ocular Implant, and a Nano-Computer to
be effective.
Improved Targeting  1% 1 Provides 10% bonus to a character’s Coordination attribute,
System 5000 and combat skills. Requires Targeting System. Targeting
Systems can be improved twice with cumulative effect.
Sensory Processor  1% 1 Provides a 10% bonus to a character’s Perception attribute,
5000 must first have Ocular Implant, Auditory Implant, Olfactory
Implant, and Nerve Replacement.
Improved Sensory  1% 1 Provides a 10% bonus to a character’s Perception attribute.
Processor 5000 Requires Sensory Processor. Sensory Processors may be
improved twice with cumulative effect.
Psychological Shroud  5% 3 Provides a 10% bonus to a character’s Willpower attribute,
5000 also grants a +1 bonus to defense class against Psi attacks,
and Stun damage.
Sub-Dermal Armor  20% 0 Provides a 20% bonus to a character’s Damage Capacity
10000 (round up). This implant may be purchased up to 3 times,
with cumulative effect (it is always calculated as 20% of
current, not original Damage Capacity).
Hardened Epidermis  20% 0 Provides a +1 Hardness bonus.
7000
Cranial Dampener  3% 1 Reduces all Stun damage against the character by 5. This
3000 implant may be purchased up to 5 times with cumulative
effect.
Retinal Modification  1% 1 Allows a character to perceive another spectrum of light, or
3000 grants low light or starlight vision, or bestows telescopic or
microscopic vision. Requires Ocular Implant, if the
modification allows vision outside the character’s natural
range, then both eyes must be replaced. This implant may be
purchased more than once with a different effect each time.
Audio Attunement  1% 1 Allows a character to hear audio frequencies outside the
3000 normal range, or allows a character to “hear” communication
signals, or, if combined with cybernetic vocal cords/voice
box, will allow the character to “see” by sonar. Requires
Auditory Implant. If the attunement allows hearing outside
the character’s natural range, then both ears must be replaced.
This implant may be purchased more than once with a
different effect each time.
Olfactory  1% 1 Allows a character to perceive scents that would normally be
Enhancement 1500 undetectable by improving a character’s sense of smell, or

42
allows chemical analysis by scent. This implant may be
purchased more than once with a different effect each time.
Sonic Emitter  1% 0 Allows attunement of the vocal cords/voice box for the
3000 emission of some alternate sound wave or pattern (i.e. sonar
waves, voice mimicry, replication of another sound, etc.).
Requires cybernetic vocal cords/voice box. This implant may
be purchased more than once with a different effect each
time.
Skill Ware  2% 2 Hardwires knowledge of a given skill into a character’s brain,
1000 after purchase a character may not purchase higher levels of
(per the same skill, but he/she may advance the skill normally.
10% Requires a nano-computer. Must be purchased once per skill
of to be “learned”.
skill)
Skill Chip  750 0 0 Grants temporary knowledge of a skill, the chips are
(per removable so higher levels may be purchased later, but skills
10% gained by skill chips aren’t truly known, and therefore cannot
of be advanced. Requires a nano-computer and a skill chip
skill) reader. Skill chips must be purchased separately, and are
purchased at a specific level.
Skill Chip Reader  3% 3 Provides the necessary hardware to read skill chips, requires a
1000 nano-computer.
Additional Skill Chip  750 1% 0.5 Provides additional chip ports to a skill chip reader, so
Ports multiple skill chips may be “slotted” simultaneously. This
implant may be purchased more than once.
Neural Interface  3% 2 Provides the necessary hardware to interface directly with a
2000 machine (i.e. a computer or Catalyst Exoskeleton), including
I/O port and translation sub processor. This implant may be
purchased more than once, though there is no apparent reason
to do so. If this implant is purchased multiple times, each
Interface after the first only costs 1% Vitality, and 0.5
Sentience.
Storage/Smuggling  500 1% 0 This implant sections off and hollows out a portion of a
Compartment, Small character’s body to give him/her a place to put things (like
cybernetic pockets). The compartments have “doors” so the
item(s) inside will be somewhat protected (and not obviously
visible). Small compartments are small enough to fit in a
forearm or lower leg, and can only house truly small things
such as pocketknives, pens, or a character’s ID card. This
implant may be purchased a maximum of 5 times.
Storage/Smuggling  750 3% 0 This implant functions identically to the small compartment,
Compartment, Large except that it’s bigger. Large compartments must be installed
in the upper leg or abdomen, and they are large enough to
hold a heavy pistol sized weapon or just about anything of
equivalent size or smaller. This implant may be purchased a
maximum of 3 times.

43
Compartment  0 0 This is a modification for the Storage compartments that
Shrouding 1000 prevents most scans from detecting the compartment, much
less seeing what’s inside it. Of course this modification is a
smuggler’s tool and is illegal.

Section 6: Systems

System Mechanic:
Using two ten sided dice (or one 100 sided die), players roll against a pre-determined target number. Any roll
that is equal to or less than the target number is a success, and any roll that is greater than the target number is a
failure.

A critical success is any roll that succeeds by 1/2 of the score (divide by 2). Round down when necessary. A roll
of 01 on d% is always considered a critical success.
[Example: with a score of 69%, a critical success would be any roll of 34% or less]
*If a critical success is achieved as a hit roll in combat, then the damage done receives a bonus equal to its
penetration + 1.

A critical failure is any roll that fails by half again the score (multiply by 1.5). Round up when necessary. A
roll of 00 (which is 100) on d% is always considered a critical failure.
[Example: with a score of 39%, a critical failure would be any roll of 59% or higher]

Skill and Attribute Improvement:

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Attribute improvement – Any time a player rolls directly against an attribute (the attribute’s score is the target
number), it is referred to as a feat of the attribute in question [Example: If the Game Master calls for a “feat of
strength” and the character’s strength score is 52%, then the target number for the roll is 52%]. Keep track of
feat roll critical successes and Failures. You must acquire a number of critical successes equal to (current
attribute score /10 [round up]), to gain 1% to the attribute score.
[Example: Strength=72% - must acquire 8 feat checks that succeed by at least half of the score (roll 36% or
less) to reach 73%]*

Skill improvement – Keep track of skill roll critical successes and failures. You must acquire a number of
critical successes equal to (current skill score/10 [round down]), to gain 1% to the skill score.
[Example: Pistols=48% - must achieve 4 skill checks that succeed by at least half of the score (roll 24% or less)
to reach 49%]*

*Critical failures remove successes from the total successes acquired. (At a 1:1 rate)

All improvements to attributes and/or skills go into effect as soon as the correct number of successes is reached,
unless the skill/attribute was improved during combat. If a skill/attribute is improved during combat then the
improvement goes into effect after the current combat phase has ended.

Learning new skills – All skills start with a base score of 10% + whatever adjustments may apply due to high or
low attribute scores or Species adjustments. In order to gain a new skill, make an Untrained Skill roll against
the related attribute. On a critical success, the skill is learned (critical successes gained this way also count
toward improving the attribute in question).

Types of rolls – Most dice rolls in the game are “standard” rolls, meaning the player rolls d% against a target
number equal to the score of the skill or attribute in question +/- whatever adjustments may apply. This is a
pretty straightforward roll in which success or failure is immediately determinable. Some situations, however,
may require different types of rolls. For instance, use of Psi skills requires an “opposed” roll. Other situations
may call for a “resisted” roll.
Opposed roll means the player makes a standard roll and his/her target makes a standard roll, the one
who achieves the greater degree of success wins. For the purposes of opposed rolls all that matters is whether or
not a roll is a success or critical success. For example: if a player is using a Psi skill against an NPC, the player
makes a standard roll for the Psi skill and the NPC rolls a feat of Willpower. If both rolls fail, nothing happens.
If only one succeeds, then that character’s action succeeds (either the Psi skill did what it was supposed to do, or
the NPC resisted it). If both succeed but neither achieves a critical success, then the contest continues without a
victor. If both succeed but one got a critical success, victory goes to the critical success. If both succeed with a
critical success, the contest continues without a victor. A critical failure on either side improves the other side’s
success level by one (a failure becomes a success, a success becomes a critical success). If both sides roll
critical failures then both sides are upgraded to simple failures and the contest continues without a victor.
Resisted roll means one roll will be adjusted by another roll (the adjustment roll is made first). The best
example of this is found in computer systems. If a player intends to hack into a secure network, his/her
Computer skill is adjusted by the encryption of the network itself. Before the player rolls anything, the Game
master rolls for the network. All of the player’s rolls will then be at a penalty equal to the amount that the
network’s roll succeeded by (or a bonus equal to the amount that the network’s roll failed by).
Feat roll is a “standard” roll made directly against an attribute’s score. Any time a character is
attempting an action for which there is no skill, but can be linked to a particular attribute, a feat roll is called for

45
(ex: dead lifting 400kg would require a feat roll against the character’s strength attribute, called a feat of
strength).
Untrained Skill roll is a skill roll made when the character uses a skill he does not possess. It is
essentially a feat roll, but the target is half the related attribute score. Untrained skill rolls are the only way to
learn new skills in the game. (ex: a character with a coordination score of 44% is trying to sneak down a
corridor, but does not possess the stealth skill. The player would roll d% against a target number of 22% (half
the character’s coordination attribute score) +/- all applicable adjustments to determine success. On a roll of
11% or less +/- all applicable adjustments, the character learns the stealth skill, and the player can write it in the
skills section of the character sheet (learned at 10% +/- all adjustments for high/low attributes as noted above
under Learning new skills).) When making an untrained skill roll, the attribute being rolled (as well as
intelligence) adjust the untrained score just like they would adjust the skill if the character possessed it.

*Remember that critical successes and failures count on all rolls, not just standard ones. Resisted rolls actually
change (temporarily) a character’s effective score, so the critical success and failure scores change too.

Combat

Modes of Fire:
 If a weapon’s Mode is OS (one shot), then it must be either reloaded or discarded after each use.
 If a weapon’s Mode is SS (single shot), then it is only usable once per combat phase.
 If a weapon’s Mode is SA (semi-automatic), then it may be used twice per combat phase. When used in SA
mode: resolve both shots independently of each other.
 If a weapon’s Mode is BF (burst-fire), then 3 rounds are exhausted with each use, just as in SA mode the
weapon may be used twice per phase. When used in BF mode: resolve each burst individually, but reduce the
accuracy of the second burst by 5% (this is a penalty to the character’s applicable fire arms skill), increase the
weapon’s penetration by 1, and doubles its base damage.
 If a weapon’s Mode is FA (fully automatic), then each use of the weapon sprays rounds of ammunition until
the trigger is released. In FA mode the trigger may only be pulled once per combat phase. When used in FA
mode: multiple targets may be “assigned” a number of rounds, but they must be within 1 meter of each other, or
the weapon may be used against only one target, regardless of how many rounds each target will receive only
one hit roll is made per target, Every 5 rounds fired at a single target increases the weapon’s penetration by 1,
adds the weapon’s base damage to the total damage done, and penalized the character’s hit roll by 5 %. The hit
roll penalty is for all rounds fired, and is therefore cumulative for each target.
Example: If a FA weapon has 36 rounds in its magazine, and there are 3 targets to divide the rounds between,
and the character decides to fire 10 rounds each at the first 2 targets, but 16 at the 3rd. The first target requires
one hit roll with a 10% penalty to hit, but if it succeeds the penetration of the weapon will be increased by 2,
and the damage will be 3 times the weapon’s base damage. The second target requires a separate hit roll, this
time with a 20% accuracy penalty, the weapon’s penetration is still only increased by 2, and the damage is still
only tripled. The hit roll for the third target has a 30% accuracy penalty, but the weapon’s penetration is
increased by 3, and the damage is 4 times base.

Examples of situational modifiers include but are not limited to: range modifiers for weapons, surprise,
difficulty, lighting conditions, and prevalent distractions.

Weapon Ranges (in meters):


Weapon Type Range Max

46
(+20%) Range
Light Pistol 1 10
Medium Pistol 2 20
Heavy Pistol 3 45
SMG 4 80
Light Pulse 5 125
Rifle
Medium Pulse 7 210
Rifle
Heavy Pulse 10 350
Rifle
Light Blast 10 400
Rifle
Heavy Blast 15 675
Rifle
Sniper Rifle 75 3750
Range Rules:
A weapon’s Range attribute is a number of meters over which the weapon becomes noticeably less accurate.
Any distance up to the weapon’s range is considered to be “point blank” and the hit roll receives a 20% bonus.
For each additional range increment (or fraction thereof), apply a cumulative 10% penalty to the hit roll (so, on
the second range increment the hit roll has only a 10% bonus, 0 modifier at or up to the 3rd increment, 10%
penalty up to the 4th, etc). A weapon’s Max Range attribute is the maximum distance (in meters) that a shot from
that weapon can travel and still do damage when it reaches its target. If it is an energy weapon, then the shot
will dissipate as it approaches the maximum range, and a solid projectile will slow down due to wind resistance,
so that neither shot will be effective when they reach their maximum range.

Penetration versus Hardness:


All weapons, from knives to small arms to vehicle mounted cannons have a trait called Penetration. The
penetration of a weapon determines its firepower, and how easily it can punch through armor. All armors from
light cf weave cloth armors to polymer plate armors to suits of powered armor to hull plating on a vehicle has a
trait called Hardness. The hardness of armor rates its defensive capability, and how dense and thus impenetrable
it is, Before any attack can be fully resolved, the penetration of the attacker and the hardness of the target must
be compared. Each level of difference between penetration and hardness gives a 25% modifier to the damage
done (divide the base damage of the weapon by 4 (round up) and add or subtract that value to or from the
weapon’s base damage). If the penetration is higher, then the modifier is a damage bonus. If the hardness is
higher, then the modifier is a damage penalty. Any time the adjusted damage is 0 or less, the attack doesn’t
penetrate the armor (although anytime an attack roll is successful the target’s armor takes 1 point of damage).

Combat Systems:
Order of combat round –
1) Initiative
2) Begin Combat Phase (all characters state actions)
3) Combat Actions (hit rolls, tactical maneuvers, reload weapon, etc.)
4) Resolution (apply results of all combat actions, make necessary adjustments)
5) Non-Combat Actions (first aid, retreat, dig through backpack, etc.)
6) Resolution (apply results of all non-combat actions, make necessary adjustments)

47
7) Repeat steps 2-7 until the round is over, then repeat steps 1-7

1 combat round=5 phases, 1 phase=2 seconds

Initiative – Roll d%, add Reflex score modifier, low roll goes first

*Note: For the purposes of Initiative, positive (+) modifiers are subtracted from the roll and negative (-)
modifiers are added to the roll.

Begin combat phase – All players whose characters are involved in the current combat phase state actions for
their characters. A character is considered “involved” if he/she intends to do anything that may influence the
outcome of the combat at hand. If a player is content to merely have his/her character sit back and watch as
events unfold, then that character is not “involved”.

Combat actions – Any action that directly affects the course of the fight (most particularly those that affect the
well-being of one’s opponents) is considered a “combat action”. These actions include, but are not limited to:
attempting to hit an opponent, moving into the fray, reloading a weapon, finding or ducking behind cover, etc.
All combat actions of all characters involved in the fight are taken, in order of initiative (lowest to highest
adjusted roll), before anything else happens in a combat phase.

Resolution – All results of all combat actions are applied at the same time during this segment. Damage is
applied, ammo depletes, etc.

Non-combat actions – Any action available during a combat phase that has not already been addressed is taken,
in order of initiative, in this segment. Non-combat actions include, but are not limited to: using First Aid (or
some other healing skill), using other non-combat skills, rummaging through a bag or backpack, running away
from the fight, etc. All non-combat actions must be taken before moving on to the next segment of the phase.

Resolution – All results of all non-combat actions are applied at the same time during this segment. Damage is
removed, a new item/weapon is in hand, etc.

Once 5 passes through the segments have been completed, all players whose characters are still involved (or are
finally involved) roll for initiative again. This process is repeated as necessary until a clear victor emerges
(whether this is because one side died, ran away, is unconscious, or simply no longer wishes to fight is
irrelevant).

Example Combat Phase: (simple ranged/melee combat between 2 PC’s and 2 NPC’s)

Initiative: Everyone involved in the round rolls initiative


PC #1:15%
NPC #1: 25%
NPC #2: 62%
PC #2: 78%

Begin Combat Phase: Everyone involved in the phase states his/her character’s action for that phase
PC #1: Decides to stay put and open fire

48
NPC# 1&2: Game master chooses not to reveal their plan, but they draw melee weapons
PC# 2: Will attempt to find cover

Combat Actions: Everyone makes their hit rolls (if applicable), or moves, or reloads their weapons, or whatever
action they are going to take that is directly combat related

Hit Roll: Roll d%, target number = skill +/- range modifier +/- situational modifiers

PC # 1: Has a Fire Arms (pistols) skill score of 48% and he’s firing a Dragon Arms M357 Heavy Pistol (a
class 2 weapon) at the bad guy less than 2 meters in front of him (who is wearing Griffin Enterprises PolyPlate
Body Armor, which is class 1 armor) so he needs: (48%[skill] + 20%[range modifier, point blank] +/-0 %
[situational modifier])= 68% or less to hit his target (and a 34% or less for a critical hit); he rolls and gets an
02% so he marks a success on his character sheet next to his Fire Arms (Pistols) skill and rolls again (because
his weapon’s mode is SA which allows 2 attacks per phase), this time he rolls a 40%, still a hit but not a critical
so he does nothing further until the next segment of this phase
NPC # 1: Crosses the distance between himself and PC #1 with his action this phase
NPC #2: Crosses the distance between himself and PC #2 with his action this phase
PC #2: Finds and ducks behind cover with her action this phase (which, as fate would have it, makes NPC #2
have to spend an additional phase moving in order to reach her)

Resolution: All results of all combat actions taken during this phase are applied at the same time during this
resolution segment; all necessary adjustments are made during this segment before moving on to the next
segment.
PC #1: In the course of 2 attacks (each hit roll constitutes a separate attack) he has done 35% damage (15%
on the normal hit and 20% on the critical hit [15% + 5% = 20%). But, PC #1 was firing a class 2 weapon and
NPC #1 was wearing class 1 armor, so the damage is increased by a further + 25%. So, NPC #1 takes a total of
60% damage (and NPC #1’s armor takes 1 point of damage).
NPC #1&2 and PC #2 only moved so there are no further adjustments to be made or actions to resolve in this
segment

Non-combat Actions: Everyone involved in the round that has not already taken a combat action may now take
non-offensive actions (attempting first aid, digging through a bag/backpack, retreating, etc.)
As all our PC’s and NPC’s have already acted nothing further happens in this segment of this phase

Resolution: All results of all non-combat actions taken during this phase are applied at the same time during this
resolution segment; all necessary adjustments are made during this segment before moving on to the next phase
As none of our PC’s or NPC’s took any non-combat actions, there is nothing to resolve in this segment

Repeat steps 2 – 7 until round is over, then repeat steps 1 – 7: Run through all 5 segments again 4 more times,
maintaining the same initiative throughout the round; then after 5 total passes through the segments, roll
initiative again and repeat the process until only one side in the combat remains alive and un-routed

Damage and Healing


During combat characters take damage. Damage has debilitating effects. The more hurt a character is, the less
he/she feels like moving and the less aware of his/her surroundings he/she is.

49
Total Damage Effects of Damage
10% 10% Initiative Penalty
20% 20% Initiative Penalty
30% 30% Initiative Penalty, Encumbrance increased by one level
40% 40% Initiative Penalty, Feat of Fortitude (+10%) to remain conscious,
Deflection penalized by 10%
50% 50% Initiative Penalty, Encumbrance increased by 2 levels, Feat of Fortitude
to remain conscious
60% 60% Initiative Penalty, Feat of Fortitude to remain conscious, 10% Penalty
to all Skills, Deflection penalized by 20%
70% 70% Initiative Penalty, Encumbrance increased by 3 levels, Feat of Fortitude
(-10%) to remain conscious, 20% Penalty to all Skills
80% 80% Initiative Penalty, Feat of Fortitude (-10%) to remain conscious, 30%
Penalty to all Skills, Deflection penalized by 30%
90% 90% Initiative Penalty, Encumbrance increased by 4 levels, Feat of Fortitude
(-20%) to remain conscious, 50% Penalty to all Skills, Deflection penalized
by 40%
100% Unconscious, Feat of Fortitude (without penalties) each round to stay alive
until at least First Aid is administered

All characters have an attribute called Damage Capacity which represents the maximum amount of damage a
character can sustain before his/her body shuts down from massive trauma or blood loss (a.k.a. he/she dies). A
character’s Fortitude score adjusts his/her Damage Capacity to represent the increased toughness of a character
with high stamina. To determine a character’s total damage, divide his/her total Damage Capacity by 10 (round
down); this is the total amount of damage that constitutes 10%. Every time a character takes that much damage,
they rise one place on the damage chart above (“rising” is getting closer to 100% damage). For the sake of ease
in record keeping, all of the dropped partial percentages are applied between 90% and 100% damage.
Example: a human with a Fortitude of 90% will have a total Damage Capacity of 115%, which means that he
will acquire an additional 10% damage on the damage chart for every 11% damage he takes. Once he has taken
a total of 99% of damage, he is at the 90% mark on the damage chart and the actual damage necessary to push
him to 100% damage is 16%.

Fortitude Score Damage Capacity


Adjustment
1% - 10% - 20%
11% - 20% - 15%
21% - 30% - 10%
31% - 40% - 5%
41% - 60% 0
61% - 70% + 5%
71% - 80% + 10%
81% - 90% +15%
91% - 100% +20%
101% - 110% + 25%
111% - 120% + 30%
121% - 130% + 35%
131% - 140% + 40%
141% - 150% +45%

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Recovering from Injuries: Every day that a character is injured he/she may roll a feat of Fortitude to regain 1 hit
point (all penalties, but not bonuses, from the above chart apply, 100% damaged characters have a 30% penalty
imposed on their roll). If the character is unconscious from his/her injuries, then he/she may roll a Feat of
Willpower once per day to regain consciousness (after the character has regained at least 10% of his/her total hit
points). The Medicine skill will improve the recovery process and decrease recovery time as stated in its
description.

Repairing Equipment

Throughout the course of a given game vehicles, armor, and other equipment will be damaged. In order to
repair damaged items, an Engineering roll is needed. Given necessary resources, time, and space to make the
repairs, the results are as follows:
Critical Success: 100% of the damage to a given item is repaired (for a vehicle, this is a flat rate value, not a
percentage of the damage the vehicle has sustained).
Success: a total of 50% damage is repaired (for a vehicle, this is a flat rate value, not a percentage of the
damage the vehicle has sustained).
Failure: no damaged is repaired, although some time is still lost (10% of the base total needed) in the attempt.
Critical Failure: something went horribly wrong and no damage is repaired, although all the resources and
base time needed to affect the attempted repairs are still lost.

The time needed to repair a given item is equal to 30 minutes per 1% of damage to be repaired. The time can be
reduced by 5 minutes per 1% of damage repaired over the amount needed. For vehicles, multiply these time
values by 2.
Example: A character with the Engineering skill is attempting to repair his armor (Griffin Enterprises Alloy
Plate Full Armor). It has taken 4 points of damage. The character rolls his Engineering skill and gets a critical
success. All of the damage to the armor is repaired (50%), and the repairs take 20 hours and 50 minutes to make
(the 50% repaired times 30 minutes, minus the 50% left over times 5 minutes).

The resources needed to effect repairs are represented as a value in Confederate Credits (). This is done for
two reasons: 1) most characters will have to buy the resources necessary to affect repairs, and 2) it makes record
keeping easier. The total cost of repairs is calculated as follows:
General Items: 5 per 1% of damage to be repaired. (*Note: Some general equipment items cannot be
repaired, i.e. flares and the like.)
Combat Equipment (weapons and armor): 10 per 1% of damage to be repaired.
Vehicles: 100 per 1% of damage to be repaired.
Example: Same situation as above. The repairs will cost the character 500 (*Note: there is no way to make
repairs require less resources, but some characters may have stockpiles of materials lying about so, repairs will
deduct from their resource stockpile rather than costing them credits, the actual quantity of resources needed to
affect repairs is left to the individual game master.)

*Note on repairing cybernetic implants: Generally speaking implants are too delicate to be repaired, if damaged
they must be replaced. However, if a character has Engineering and Medicine skills, then they may attempt to
repair cybernetic implants. To do this, the damaged implant must be removed so, in addition to needing a repair
facility, the character must have access to a medical facility. Repairing implants also requires access to both
engineering and medical tools. The damage capacity of a give implant is up to the individual game master, but

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they all make use of nano-technology, biomechanical circuitry, and most incorporate micro-servos. For the
purposes of repairs, treat cybernetic implants as vehicles with regard to the time and resources required
repairing them.

Section 7: Setting

Setting History:

Humans have always been violent and destructive by nature. By the end of the 20th century humanity seemed
hell-bent on self-destruction. War, terrorism, murder, and apathy were rampant; criminal activity was at an all-
time high globally; and gangs were going multi-national. In the year 2021 an alien spacecraft crash-landed just
off the coast of California. Coalition forces from the United Nations, lead by the United States government and
military, made “first contact” with the extra-terrestrial survivors of that crash approximately 2 weeks later, and
the course of human history changed forever. Forced to come to terms with the fact that we were not alone in
the universe, world governments set aside their differences for a global summit meeting held in San Francisco,
California about 3 months after the crash. The alien species was what we had dubbed “grays”; we have come to
know them as the Bri-Atspi. They taught us much in a very short time about space travel and physics. They
helped us advance our technology. They warned us of the coming of the Xecht-Klar. The Bri-Atspi are a
peaceful species with highly developed psychic abilities. The Xecht-Klar didn’t understand Bri-Atspi pacifism
and chose not to risk outright war with psychics, so, while colonizing the Bri-Atspi solar system, the Xecht-Klar
simply destroyed the Bri-Atspi home world. The Bri-Atspi, using their precognitive abilities, had enough
warning of the attack to evacuate just under half the planet’s population on a single starship. By the time the
Xecht-Klaran invasion began, we had already begun orbital construction of what we planned to be one of five
ships intended to preserve our two species (humans and Bri-Atspi). The Xecht-Klar intended no one to escape,
however, and they destroyed it. While conflict with the Xecht-Klar raged on, we attempted two more “colony
ships” which were also destroyed. During the intervening time, we managed to capture some of the pilot
warriors of the Xecht-Klaran armada. The captives were of a race the Xechts had enslaved centuries ago, now
known only as “Kii”, which is the Xecht-Klaran word for “slave”. The Kii we captured were very helpful in our

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on-going military campaign against the Xecht-Klaran forces. Due to their willingness to aid our side in the
conflict, we freed all Kii prisoners, most of whom immediately joined our military. The liberated Kii began to
refer to themselves as “Nen-Kii”, which translates as “not slave”. In the year 2045, Human, Bri-Atspi, and Nen-
Kii politicians formed a new government, called the United Terran Confederacy. UTC technicians continued to
work on colony ships, hoping that the ships would save some of our collective peoples from extinction. Finally,
hiding the production facilities on the far side of the moon, we were able to construct two colony ships. The
secret facility was discovered and destroyed before we could finish our five-ship goal. We were able to protect
the two we had already made however, and it was decided that we would divide the earth’s population into
thirds. One third of the total population of the earth would stay and defend the earth, while the other two-thirds
of the populace would be divided evenly onto the two ships. The two colony ships, called the Odyssey, and the
Trinidad, would travel in opposite directions away from the earth. It was believed that that would increase our
chances of survival. The Odyssey began its journey toward Alpha Centauri, the closest star believed to have a
system of planets around it. The colony ships were forbidden to ever try to contact each other or earth again for
fear that a transmission might be traceable back to its source, giving the Xecht-Klar an idea of where to find
them. Also, every time one of the colony ships finds a planet capable of supporting Terran life, a minimum
colony is to be established on the planet. The bulk of the Xecht-Klaran forces invading the earth stayed to
continue the war, but they sent a battle group after the Trinidad. The Odyssey, however, was pursued to the
edge of our solar system, and allowed to escape. Although the colony ships seemed safely away, hope for the
earth was fading fast.

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